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diff --git a/info/rulebook.html b/info/rulebook.html index 35fa587..308cffc 100644 --- a/info/rulebook.html +++ b/info/rulebook.html @@ -1,18 +1,17 @@ <!DOCTYPE html> <html> <head> +<meta name="viewport" content="width=1060"> <title>Washington's War - Rules</title> -<link rel="stylesheet" href="/fonts/gentium.css"> +<link rel="stylesheet" href="/fonts/fonts.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} +p{position:absolute;white-space:pre;margin:0;font-size:12pt;font-family:Tinos} </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> @@ -30,12 +29,12 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} <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> +<p style="top:896.3pt;left:273.6pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:911.3pt;left:324.9pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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> @@ -46,137 +45,137 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} <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:376.1pt;left:393.8pt">A complete game of <i>Washington’s War </i>includes: </p> +<p style="top:396.7pt;left:422.5pt">• One 34”x 22” Map </p> +<p style="top:417.3pt;left:422.5pt">• Two Six-Sided Dice</p> +<p style="top:437.9pt;left:422.5pt">• 52 Round Playing Pieces </p> +<p style="top:458.6pt;left:422.5pt">• 14 Rectangular Playing Pieces </p> +<p style="top:479.2pt;left:422.5pt">• 68 Hexagonal Playing Pieces </p> +<p style="top:499.8pt;left:422.5pt">• 32 Square Playing Pieces </p> +<p style="top:520.4pt;left:422.5pt">• Two 8 1/2”x 11” Player Reference Cards</p> +<p style="top:541.1pt;left:422.5pt">• One Rules Booklet </p> +<p style="top:561.7pt;left:422.5pt">• One Playbook </p> +<p style="top:582.3pt;left:422.5pt">• 110 Strategy Cards </p> +<p style="top:602.9pt;left:422.5pt">• 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:650.1pt;left:405.0pt"><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">North America over which the Revolutionary War was fought. </p> +<p style="top:680.1pt;left:405.0pt">The circles, squares and eight-point stars—called <i>Spaces</i>—rep-</p> +<p style="top:695.1pt;left:405.0pt">resent the major locations, and players move among, fight over, </p> +<p style="top:710.1pt;left:405.0pt">and take control of these spaces. Armies may move between </p> +<p style="top:725.1pt;left:405.0pt">adjacent spaces, i.e., the spaces joined by lines, and movement </p> +<p style="top:740.1pt;left:405.0pt">takes place along those lines. The map is sub-divided into </p> +<p style="top:755.1pt;left:405.0pt"><i>Colonies</i>, and the color coding of the spaces helps players keep </p> +<p style="top:770.1pt;left:405.0pt">track of which spaces belong to each colony. </p> +<p style="top:790.7pt;left:405.0pt"><b>B. </b>Square spaces and eight-point star spaces serve as Winter </p> +<p style="top:805.7pt;left:405.0pt">Quarters spaces. The line of snow flake symbols coincident </p> +<p style="top:820.7pt;left:405.0pt">with the Virginia-North Carolina border is the Winter Attri-</p> +<p style="top:835.7pt;left:405.0pt">tion Line. Both the Winter Attrition Line and Winter Quarters </p> +<p style="top:850.7pt;left:405.0pt">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:627.8pt;left:68.8pt"><b>Designer:</b> Mark Herman</p> +<p style="top:644.7pt;left:68.8pt"><b>Developer:</b> Joel Toppen </p> +<p style="top:661.4pt;left:68.8pt"><b>Art Director:</b> Rodger MacGowan</p> +<p style="top:678.3pt;left:68.8pt"><b>Box Art and Design:</b> Rodger MacGowan</p> +<p style="top:695.0pt;left:68.8pt"><b>Map: </b>Harold Lieske and Mark Simonitch</p> +<p style="top:711.9pt;left:68.8pt"><b>Cards:</b> Mark Simonitch</p> +<p style="top:728.6pt;left:68.8pt"><b>Counters: </b>Harold Lieske</p> +<p style="top:745.5pt;left:68.8pt"><b>Game Manuals & Player Aid Card: </b>Charles Kibler</p> +<p style="top:762.3pt;left:68.8pt"><b>Player Aids</b> from C3i Magazine, Copyright Rodger B. </p> +<p style="top:777.3pt;left:68.8pt">MacGowan, RBM Publication</p> +<p style="top:794.0pt;left:68.8pt"><b>Playtest Tournament Coordinator: </b>Keith Wixson</p> +<p style="top:810.8pt;left:68.8pt"><b>Playtesters:</b> George Young, Philip Burgin-Young, Ron Jacob-</p> +<p style="top:825.8pt;left:68.8pt">sen, Keith Wixson, Jonathan Moody, Kevin Klemme, William </p> +<p style="top:840.8pt;left:68.8pt">Peeck, Doug Pratto, Brian Mountford, Tobias Kriener, Paul </p> +<p style="top:855.8pt;left:68.8pt">Schwartz, Don Chappell, Joel Toppen, David Rubin, Randy </p> +<p style="top:870.8pt;left:68.8pt">Pippus, Ken Gutermuth, Paul Pawlak, Henry Rice, Paul Gaber-</p> +<p style="top:885.8pt;left:68.8pt">son, John Clark, Russ Hewson, Christopher Leary, Michael </p> +<p style="top:900.8pt;left:68.8pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt">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:66.2pt;left:67.5pt"><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">Quebec, Montreal, Charleston SC and Philadelphia PA are de-</p> +<p style="top:96.2pt;left:67.5pt">picted as eight-point stars. Such star-shaped spaces are defined </p> +<p style="top:111.2pt;left:67.5pt">as fortified ports. Each of these ports historically was able to </p> +<p style="top:126.2pt;left:67.5pt">resist naval actions in their vicinity. British Landing Parties </p> +<p style="top:141.2pt;left:67.5pt">(7.2.B ) are not allowed in these spaces, and British Royal Navy </p> +<p style="top:156.2pt;left:67.5pt">Support (9.42) and Retreat by Sea (9.62) is possible only if the </p> +<p style="top:171.2pt;left:67.5pt">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:218.3pt;left:56.3pt"><i>Washington’s War</i> uses two kinds of playing pieces: counters and </p> +<p style="top:233.3pt;left:56.3pt">markers. The counters represent Combat units and Generals. The </p> +<p style="top:248.3pt;left:56.3pt">markers provide a host of additional information.</p> +<p style="top:269.0pt;left:145.3pt"><b>A. </b>The round playing pieces are combat units </p> +<p style="top:284.0pt;left:146.0pt">(CUs), colored and pictured to represent </p> +<p style="top:299.0pt;left:146.0pt">American (blue), British (red), or French </p> +<p style="top:314.0pt;left:146.0pt">(green) fighting forces. The number on these </p> +<p style="top:329.0pt;left:146.0pt">counters represents that number of combat </p> +<p style="top:344.0pt;left:67.5pt">units for that nationality, in denominations of 1, 2, 3 or 5. Feel </p> +<p style="top:359.0pt;left:67.5pt">free at any time to “make change” freely with these counters: </p> +<p style="top:374.0pt;left:67.5pt">for example, you may replace a “5” combat unit with two “2”s </p> +<p style="top:389.0pt;left:67.5pt">and a “1”, or with five “1”s.</p> +<p style="top:409.6pt;left:67.5pt"><b>B. </b>The large rectangular pieces are the Generals, which are </p> +<p style="top:424.6pt;left:67.5pt">placed in the plastic stands included in the game so that they </p> +<p style="top:439.6pt;left:67.5pt">stand up on the map. Each depicts a General important to the </p> +<p style="top:454.6pt;left:67.5pt">conflict—American, British, or French. CUs may only move </p> +<p style="top:469.6pt;left:67.5pt">when stacked with a General. For players who prefer them, </p> +<p style="top:484.6pt;left:67.5pt">smaller square pieces are included for each General to be used </p> +<p style="top:499.6pt;left:67.5pt">in lieu of the rectangular stand-up pieces.</p> +<p style="top:670.2pt;left:67.5pt"><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">Strategy Rating. Strategy Ratings range from 1-3, and are used </p> +<p style="top:700.2pt;left:67.5pt">in conjunction with the OPS Cards to activate Generals (and </p> +<p style="top:715.2pt;left:67.5pt">their CUs) for movement (7.0). The number at top right is the </p> +<p style="top:730.2pt;left:67.5pt">Generals Potential Battle Rating and are used in the Combat </p> +<p style="top:745.2pt;left:67.5pt">Resolution Procedure (9.2). Potential Battle Ratings vary from </p> +<p style="top:760.2pt;left:67.5pt">1-6 and are used as the basis for determining the General’s Ac-</p> +<p style="top:775.2pt;left:67.5pt">tual Battle Rating (and DRM) during combat resolution (9.3). </p> +<p style="top:790.2pt;left:67.5pt">The number in the lower right is the General’s Agility Rating. </p> +<p style="top:805.2pt;left:67.5pt">Agility Ratings vary from 1-3. The Agility Rating impacts the </p> +<p style="top:820.2pt;left:67.5pt">possible losses the enemy may take during combat resolution </p> +<p style="top:835.2pt;left:67.5pt">(9.5). For American Generals, the Agility Rating is also used </p> +<p style="top:850.2pt;left:67.5pt">to resolve interception (7.8) and retreat before battle (7.9) at-</p> +<p style="top:865.2pt;left:67.5pt">tempts. (Washington and Greene enjoy a special modification </p> +<p style="top:880.2pt;left:67.5pt">to their Agility Rating when attempting retreat before battle.) </p> +<p style="top:66.4pt;left:480.8pt"><b>D. </b>The Political Control (PC) markers are </p> +<p style="top:81.4pt;left:480.5pt">shaped like hexagons and are placed in indi-</p> +<p style="top:96.4pt;left:480.5pt">vidual spaces on the map to denote control of </p> +<p style="top:111.4pt;left:480.5pt">that space. They are double-sided, representing </p> +<p style="top:126.4pt;left:480.5pt">American control on one side and British con-</p> +<p style="top:141.4pt;left:480.5pt">trol on the reverse; they are flipped when </p> +<p style="top:156.4pt;left:480.5pt">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:513.9pt;left:393.8pt">The following terms are used throughout the rules and on Strat-</p> +<p style="top:528.9pt;left:393.8pt">egy Cards:</p> +<p style="top:549.5pt;left:405.0pt"><b>Adjacent:</b> Two spaces are said to be adjacent when they are </p> +<p style="top:564.5pt;left:421.3pt">connected by a line. There are two types of lines which </p> +<p style="top:579.5pt;left:421.3pt">connect spaces: normal, solid lines and dashed Wilder-</p> +<p style="top:594.5pt;left:421.3pt">ness Connections; see 7.3.D. If the American General, </p> +<p style="top:609.5pt;left:421.3pt">Arnold is in either Falmouth, MA or Quebec, Canada, </p> +<p style="top:624.5pt;left:421.3pt">the other space is adjacent to Arnold only, traced along </p> +<p style="top:639.5pt;left:421.3pt">the dashed Wilderness Connection. For purposes of PC </p> +<p style="top:654.5pt;left:421.3pt">Isolation, British controlled ports are all considered adja-</p> +<p style="top:669.5pt;left:421.3pt">cent to each other.</p> +<p style="top:690.1pt;left:405.0pt"><b>Agility Rating: </b>An expression of a General’s ability to ma-</p> +<p style="top:705.1pt;left:421.3pt">neuver his Army in battle. The higher the rating, the (bet-</p> +<p style="top:720.1pt;left:421.3pt">ter) the General’s ability to retreat or intercept an enemy </p> +<p style="top:735.1pt;left:421.3pt">Army. The higher the rating, the more likely the winner </p> +<p style="top:750.1pt;left:421.3pt">will take losses in a battle where the General is defeated.</p> +<p style="top:770.7pt;left:405.0pt"><b>American Unit: </b>An American or French General, an </p> +<p style="top:785.7pt;left:421.3pt">American or French CU, the Continental Congress or </p> +<p style="top:800.7pt;left:421.3pt">any combination of these units. An American PC marker </p> +<p style="top:815.7pt;left:421.3pt">does not count as an American Unit.</p> +<p style="top:836.4pt;left:405.0pt"><b>Army</b>: A General with at least one friendly Combat Units in </p> +<p style="top:851.4pt;left:421.3pt">a space.</p> +<p style="top:872.0pt;left:405.0pt"><b>Battle Card</b>: A special subset of Event Strategy Cards. </p> +<p style="top:887.0pt;left:421.3pt">When played as an event during the Combat Resolution </p> +<p style="top:902.0pt;left:421.3pt">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> @@ -185,416 +184,416 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} <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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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> +<p style="top:66.2pt;left:83.8pt">which may include a helpful DRM. Battle Card text also </p> +<p style="top:81.2pt;left:83.8pt">directs the player to draw a replacement card from the </p> +<p style="top:96.2pt;left:83.8pt">Strategy Deck (9.45).</p> +<p style="top:116.8pt;left:67.5pt"><b>Blockade Zone: </b>A group of Port spaces comprise a “Block-</p> +<p style="top:131.8pt;left:83.8pt">ade Zone” (12.3).</p> +<p style="top:152.4pt;left:67.5pt"><b>Blockaded Zone:</b> A Blockaded Zone is a Blockade Zone </p> +<p style="top:167.4pt;left:83.8pt">containing the French Navy (12.3).</p> +<p style="top:188.0pt;left:67.5pt"><b>Colony</b>: A grouping of one or more spaces on the map </p> +<p style="top:203.0pt;left:83.8pt">makes up each colony and Canada. Every space belongs </p> +<p style="top:218.0pt;left:83.8pt">to one of the thirteen American colonies or to Canada </p> +<p style="top:233.0pt;left:83.8pt">and is color-coded to aid in identifying its colonial as-</p> +<p style="top:248.0pt;left:83.8pt">sociation.</p> +<p style="top:268.7pt;left:67.5pt"><b>Combat Unit (CU)</b>: A combat unit represents approximate-</p> +<p style="top:283.7pt;left:162.2pt">ly a Brigade of soldiers. CUs have no </p> +<p style="top:298.7pt;left:162.2pt">ability to move except when moved in </p> +<p style="top:313.7pt;left:162.2pt">conjunction with a General. CUs are </p> +<p style="top:328.7pt;left:162.2pt">treated like monetary change. Players </p> +<p style="top:343.7pt;left:162.2pt">may exchange them at any time for any </p> +<p style="top:358.7pt;left:162.2pt">reason as long as the nationality and total </p> +<p style="top:373.7pt;left:83.8pt">number of CUs in the space is not altered by the ex-</p> +<p style="top:388.7pt;left:83.8pt">change.</p> +<p style="top:409.3pt;left:67.5pt"><b>Die Roll Modifier (DRM): </b>When a battle occurs each </p> +<p style="top:424.3pt;left:83.8pt">player rolls a six sided die as modified by a wide range </p> +<p style="top:439.3pt;left:83.8pt">of DRMs. The higher modified value yields victory in </p> +<p style="top:454.3pt;left:83.8pt">battle.</p> +<p style="top:474.9pt;left:67.5pt"><b>Event Strategy Card</b>: A Strategy Card implementing </p> +<p style="top:489.9pt;left:83.8pt">the effects of an important social, economic, political, </p> +<p style="top:504.9pt;left:83.8pt">military or diplomatic event that historically occurred or </p> +<p style="top:519.9pt;left:83.8pt">could have occurred. Event Strategy cards have nation-</p> +<p style="top:534.9pt;left:83.8pt">specific flags next to their titles to help players determine </p> +<p style="top:549.9pt;left:83.8pt">which side(s) may implement the event. The text of </p> +<p style="top:564.9pt;left:83.8pt">the title is provided merely to provide historical color </p> +<p style="top:579.9pt;left:83.8pt">and texture; it has no bearing on implementing the text. </p> +<p style="top:594.9pt;left:83.8pt">When played (not discarded) the text on the card must be </p> +<p style="top:609.9pt;left:83.8pt">implemented literally, exactly and completely; although </p> +<p style="top:624.9pt;left:83.8pt">some cards do provide the player with options. Most </p> +<p style="top:639.9pt;left:83.8pt">Event Strategy Cards may be discarded in lieu of being </p> +<p style="top:654.9pt;left:83.8pt">played. There are seven Special Event Strategy Cards </p> +<p style="top:66.2pt;left:421.3pt">that must be played as the event regardless of which </p> +<p style="top:81.2pt;left:421.3pt">player draws them (6.34).</p> +<p style="top:101.8pt;left:405.0pt"><b>General</b>: A General represents an important military leader </p> +<p style="top:116.8pt;left:421.3pt">that participated in the war. Each General has a Strategy, </p> +<p style="top:131.8pt;left:421.3pt">Agility and Potential Battle Rating.</p> +<p style="top:152.4pt;left:405.0pt"><b>OPS Card</b>: A Strategy Card bearing a number 1, 2 or 3 </p> +<p style="top:167.4pt;left:421.3pt">at top left. Players play these cards during the Strategy </p> +<p style="top:182.4pt;left:421.3pt">Phase in order to move Generals and any accompanying </p> +<p style="top:197.4pt;left:421.3pt">CUs from space to space, or to place and flip PC markers </p> +<p style="top:212.4pt;left:421.3pt">in spaces, or to bring reinforcements into the game.</p> +<p style="top:233.0pt;left:405.0pt"><b>Political Control</b>: A player controls a space if he has one </p> +<p style="top:248.0pt;left:421.3pt">of his Political Control (PC) markers in that space. This </p> +<p style="top:263.0pt;left:421.3pt">is true even if an opposing CU or General also occupies </p> +<p style="top:278.0pt;left:421.3pt">that space. Political Control of a space can change nu-</p> +<p style="top:293.0pt;left:421.3pt">merous times over the course of a game.</p> +<p style="top:313.7pt;left:405.0pt"><b>Political Control Marker (PC)</b>: Hexagonal playing piece </p> +<p style="top:328.7pt;left:421.3pt">which represents either American or British political </p> +<p style="top:343.7pt;left:421.3pt">control of a space.</p> +<p style="top:364.3pt;left:405.0pt"><b>Potential Battle Rating</b>: An expression of a General’s </p> +<p style="top:379.3pt;left:421.3pt">potential tactical prowess in battle. The higher the rating, </p> +<p style="top:394.3pt;left:421.3pt">the greater the probability that the General will contrib-</p> +<p style="top:409.3pt;left:421.3pt">ute die roll modifiers in battle and the higher the possible </p> +<p style="top:424.3pt;left:421.3pt">Actual Battle Rating.</p> +<p style="top:444.9pt;left:405.0pt"><b>Stacking Limits: </b>There are no CU stacking limits; a space </p> +<p style="top:459.9pt;left:421.3pt">may contain as many CUs as the owning player desires. </p> +<p style="top:474.9pt;left:421.3pt">There is a limit of one General for each side to a space. </p> +<p style="top:489.9pt;left:421.3pt">Except during the resolution of a battle, no space may </p> +<p style="top:504.9pt;left:421.3pt">contain Generals and/or CUs of both sides. </p> +<p style="top:525.5pt;left:405.0pt"><b>Strategy Card</b>: See Event Strategy Card and OPS Card.</p> +<p style="top:546.2pt;left:405.0pt"><b>Strategy Rating</b>: A value that determines how easy it to ac-</p> +<p style="top:561.2pt;left:421.3pt">tivate a General for movement. A “1 rated” General can </p> +<p style="top:576.2pt;left:421.3pt">be activated by any value OPS card, a “2 rated” General </p> +<p style="top:591.2pt;left:421.3pt">can be activated by a 2 or 3 value OPS card, and a “3 </p> +<p style="top:606.2pt;left:421.3pt">rated” General can be activated by 3 value OPS card.</p> +<p style="top:626.8pt;left:405.0pt"><b>Stock: </b>Combat Units not located on the map or in a Rein-</p> +<p style="top:641.8pt;left:421.3pt">forcement box constitute a player’s Combat Unit stock. </p> +<p style="top:656.8pt;left:421.3pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt">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> +<p style="top:503.9pt;left:56.3pt">To begin the game, unfold the map and lay it on the table. </p> +<p style="top:518.9pt;left:56.3pt">Carefully punch out the counters and separate them according </p> +<p style="top:533.9pt;left:56.3pt">to nationality. Remove the “Declaration of Independence” and </p> +<p style="top:548.9pt;left:56.3pt">the “Baron von Steuben Trains the Continental Army” Event </p> +<p style="top:563.9pt;left:56.3pt">Strategy cards from the Strategy Card deck and set them aside. </p> +<p style="top:578.9pt;left:56.3pt">Shuffle the remaining Strategy Cards and put the resulting deck </p> +<p style="top:593.9pt;left:56.3pt">face-down near the map. Put the Game Turn marker on the Game </p> +<p style="top:608.9pt;left:56.3pt">Turn Record Track on the map, with the “British Regulars” side </p> +<p style="top:623.9pt;left:56.3pt">showing. Place the “French Alliance” marker on the “0” space </p> +<p style="top:638.9pt;left:56.3pt">of the “French Alliance Track.” Next, set up the playing pieces </p> +<p style="top:653.9pt;left:56.3pt">as indicated below. Both sides set up simultaneously. Lastly, the </p> +<p style="top:668.9pt;left:56.3pt">American player places the <i>Committee of Correspondence</i> PC </p> +<p style="top:683.9pt;left:56.3pt">Markers, followed by the British player’s placement of <i>For The </i></p> +<p style="top:698.9pt;left:56.3pt"><i>King</i> PC markers.</p> +<p style="top:719.5pt;left:56.3pt"><b>Abbreviations:</b> </p> +<p style="top:740.1pt;left:67.5pt"><i>x</i> CU = a number of Combat Units equal to x</p> +<p style="top:760.8pt;left:67.5pt">PC = Political Control Marker</p> +<p style="top:785.0pt;left:56.3pt"><b>British: </b></p> +<p style="top:802.2pt;left:67.5pt">Quebec (Canada): General Carleton, 2 CU, PC</p> +<p style="top:822.9pt;left:67.5pt">Montreal (Canada): PC</p> +<p style="top:843.5pt;left:67.5pt">Ft Detroit (Canada): 1 CU, PC</p> +<p style="top:864.1pt;left:67.5pt">Boston (MA): General Howe, 5 CU, PC</p> +<p style="top:884.7pt;left:67.5pt">Norfolk (VA): PC</p> +<p style="top:905.4pt;left:67.5pt">Gilbert Town (NC): PC</p> +<p style="top:66.2pt;left:405.0pt">Wilmington (NC): PC</p> +<p style="top:86.8pt;left:405.0pt">Ninety Six (SC): PC</p> +<p style="top:107.4pt;left:405.0pt">British Reinforcement Box: Generals Burgoyne, Clinton, </p> +<p style="top:122.4pt;left:421.3pt">Cornwallis</p> +<p style="top:146.6pt;left:393.8pt"><b>American:</b></p> +<p style="top:163.9pt;left:405.0pt">Lexington and Concord (MA): General Washington, 5 CU, </p> +<p style="top:178.9pt;left:421.3pt">PC</p> +<p style="top:199.5pt;left:405.0pt">Newport (RI): General Greene, 2 CU</p> +<p style="top:220.1pt;left:405.0pt">Charleston (SC): 2 CU, PC</p> +<p style="top:240.8pt;left:405.0pt">Philadelphia (PA): Continental Congress, PC</p> +<p style="top:261.4pt;left:405.0pt">American Reinforcement Box: Generals Arnold, Lincoln, </p> +<p style="top:276.4pt;left:421.3pt">Gates, Lee, and Lafayette</p> +<p style="top:297.0pt;left:405.0pt">French Reinforcement Box: General Rochambeau, 5 French </p> +<p style="top:312.0pt;left:421.3pt">CUs, French Navy</p> +<p style="top:336.2pt;left:393.8pt"><b>Committees of Correspondence:</b></p> +<p style="top:353.5pt;left:405.0pt">The American player places 1 PC Marker in each of the </p> +<p style="top:368.5pt;left:405.0pt">Thirteen Colonies in any space that does not contain a British </p> +<p style="top:383.5pt;left:405.0pt">Playing Piece.</p> +<p style="top:407.7pt;left:393.8pt"><b>For The King:</b></p> +<p style="top:425.0pt;left:405.0pt">After the Americans place their Committees of Correspondence </p> +<p style="top:440.0pt;left:405.0pt">the British can place 3 PC markers within all restrictions for </p> +<p style="top:455.0pt;left:405.0pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:328.0pt;left:56.3pt"><i>Washington’s War </i>follows a specific sequence of play. All activi-</p> +<p style="top:343.0pt;left:56.3pt">ties of one phase must be completed before the subsequent phase </p> +<p style="top:358.0pt;left:56.3pt">is started. Within a phase, all activities of one segment must be </p> +<p style="top:373.0pt;left:56.3pt">completed before the next segment is started. Within a segment, </p> +<p style="top:388.0pt;left:56.3pt">players may perform their activities simultaneously or in any </p> +<p style="top:403.0pt;left:56.3pt">order agreeable to both players. Should an issue arise where </p> +<p style="top:418.0pt;left:56.3pt">both players do not agree, the American player determines the </p> +<p style="top:433.0pt;left:56.3pt">order, but from that point forward the order of activities for that </p> +<p style="top:448.0pt;left:56.3pt">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:495.2pt;left:56.3pt">If either player’s Generals are in Captured Generals box, they </p> +<p style="top:510.2pt;left:56.3pt">are moved to their respective Reinforcements boxes. The British </p> +<p style="top:525.2pt;left:56.3pt">player then gets Combat Units equal to the number listed for the </p> +<p style="top:540.2pt;left:56.3pt">current turn on the turn track and places them in his Reinforce-</p> +<p style="top:555.2pt;left:56.3pt">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:602.4pt;left:56.3pt">Deal seven Strategy Cards to each player. The American player </p> +<p style="top:617.4pt;left:56.3pt">is always dealt the first card. When the Strategy Deck is fully </p> +<p style="top:632.4pt;left:56.3pt">depleted, or at the beginning of a turn after an event occurs re-</p> +<p style="top:647.4pt;left:56.3pt">quiring a reshuffle of the Strategy Deck, the Strategy Card Deck </p> +<p style="top:662.4pt;left:56.3pt">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:709.5pt;left:56.3pt">A determination is made as to which player chooses who goes </p> +<p style="top:724.5pt;left:56.3pt">first in the following priority order:</p> +<p style="top:743.1pt;left:67.5pt"><b>a. </b> The British player may declare himself the first player </p> +<p style="top:758.1pt;left:83.8pt">by playing a Campaign card (Major or Minor) as the first </p> +<p style="top:773.1pt;left:83.8pt">card. </p> +<p style="top:793.8pt;left:67.5pt"><b>b. </b>If on the previous turn the Congress was dispersed (7.7) </p> +<p style="top:808.8pt;left:83.8pt">the British player chooses who will play the first Strategy </p> +<p style="top:823.8pt;left:83.8pt">card.</p> +<p style="top:844.4pt;left:67.5pt"><b>c.</b> In all other circumstances the American player chooses </p> +<p style="top:859.4pt;left:83.8pt">who will play the first Strategy card. </p> +<p style="top:880.0pt;left:56.3pt">The players then take alternate impulses, each playing one Strat-</p> +<p style="top:895.0pt;left:56.3pt">egy card, until both players’ hands are empty, at which point the </p> +<p style="top:910.0pt;left:56.3pt">Strategy Phase ends. In some turns, one player might run out of </p> +<p style="top:66.2pt;left:393.8pt">cards well before the other, in which case the player with cards </p> +<p style="top:81.2pt;left:393.8pt">remaining continues to play until his cards run out. Cards may </p> +<p style="top:96.2pt;left:393.8pt">not be “saved” until the next turn, nor may a player “pass” his </p> +<p style="top:111.2pt;left:393.8pt">impulse so long as he has cards in his hand.</p> +<p style="top:131.8pt;left:393.8pt">The play of each Strategy card allows that player to do <i>one</i> of </p> +<p style="top:146.8pt;left:393.8pt">the following: </p> +<p style="top:167.4pt;left:405.0pt">(a) move a General; </p> +<p style="top:188.0pt;left:405.0pt">(b) take control of spaces, putting PC Markers in those </p> +<p style="top:203.0pt;left:421.3pt">spaces; </p> +<p style="top:223.7pt;left:405.0pt">(c) cause the card’s Event to happen; </p> +<p style="top:244.3pt;left:405.0pt">(d) acquire Reinforcements. </p> +<p style="top:264.9pt;left:393.8pt">Except for Special Event Strategy Cards, a player may satisfy </p> +<p style="top:279.9pt;left:393.8pt">a card play by discarding a card (all information on the card is </p> +<p style="top:294.9pt;left:393.8pt">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:342.1pt;left:393.8pt">All CUs are checked for possible Winter Attrition Losses. The </p> +<p style="top:357.1pt;left:393.8pt">nationality of the CUs, the location of the CUs with respect to </p> +<p style="top:372.1pt;left:393.8pt">the Winter Attrition Line and Winter Quarters spaces and whether </p> +<p style="top:387.1pt;left:393.8pt">they are stacked with a General influence their possible losses; </p> +<p style="top:402.1pt;left:393.8pt">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:449.3pt;left:393.8pt">During this phase, and only during this phase, the French Navy </p> +<p style="top:464.3pt;left:393.8pt">may be relocated. The American player picks up the French Navy </p> +<p style="top:479.3pt;left:393.8pt">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:526.4pt;left:393.8pt">If the Continental Congress has been dispersed, the American </p> +<p style="top:541.4pt;left:393.8pt">player returns it to play. Each player places PC markers in spaces </p> +<p style="top:556.4pt;left:393.8pt">containing his Armies. Lastly isolated PC markers are removed; </p> +<p style="top:571.4pt;left:393.8pt">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:618.6pt;left:393.8pt">If the French Alliance was triggered during the current Game-</p> +<p style="top:633.6pt;left:393.8pt">Turn, European War breaks out and the British player removes </p> +<p style="top:648.6pt;left:393.8pt">2 CUs from the map; see 12.2.B.iii.</p> +<p style="top:669.2pt;left:393.8pt">If an Automatic Victory has not occurred (13.1), the game ends if </p> +<p style="top:684.2pt;left:393.8pt">the “Lord North’s Government Falls—War Ends” Event Strategy </p> +<p style="top:699.2pt;left:393.8pt">Card in the War Ends box states that the game ends on this turn or </p> +<p style="top:714.2pt;left:393.8pt">a previous turn. If the game ends, determine the winner per 13.2.</p> +<p style="top:734.9pt;left:393.8pt">If the game has not ended, move all OPS Cards from the Re-</p> +<p style="top:749.9pt;left:393.8pt">inforcements Cards boxes to the Discard pile and begin a new </p> +<p style="top:764.9pt;left:393.8pt">Game Turn by advancing the Game Turn Marker to the next </p> +<p style="top:779.9pt;left:393.8pt">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> +<p style="top:825.0pt;left:400.6pt">During an End Phase all OPS queues and any other game </p> +<p style="top:840.0pt;left:400.6pt">process that the players can conceive of or imagine; stops, </p> +<p style="top:855.0pt;left:400.6pt">and cannot carry over into the next game turn. </p> +<p style="top:875.6pt;left:400.6pt">In the unlikely event that a “Lord North’s Government Falls—</p> +<p style="top:890.6pt;left:400.6pt">War Ends” Event Strategy card is not drawn during the course </p> +<p style="top:905.6pt;left:400.6pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt">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:66.2pt;left:405.0pt">turn, shuffle both cards into the Strategy Card deck. This is not </p> +<p style="top:81.2pt;left:405.0pt">a re-shuffle <i>per se</i>, so the discards remain discarded unless an </p> +<p style="top:96.2pt;left:405.0pt">event requiring a reshuffle is played (or the French Alliance </p> +<p style="top:111.2pt;left:405.0pt">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:158.3pt;left:393.8pt">Most of the game play revolves around the use of OPS Cards. </p> +<p style="top:173.3pt;left:393.8pt">These cards let players conduct their military campaigns and take </p> +<p style="top:188.3pt;left:393.8pt">control of spaces and colonies. Each time a player plays an OPS </p> +<p style="top:203.3pt;left:393.8pt">Card, he may do one (and only one) of the following:</p> +<p style="top:224.0pt;left:422.5pt">• Activate a General for movement, with or without </p> +<p style="top:239.0pt;left:436.3pt">Combat Units under his command. Activation can oc-</p> +<p style="top:254.0pt;left:436.3pt">cur only if the General’s Strategy Rating is equal to or </p> +<p style="top:269.0pt;left:436.3pt">less than the number on the card. An OPS Card show-</p> +<p style="top:284.0pt;left:436.3pt">ing a “3” can therefore activate any General, while an </p> +<p style="top:299.0pt;left:436.3pt">OPS Card with a “1” can activate only a General who </p> +<p style="top:314.0pt;left:436.3pt">has a Strategy Rating of 1. The OPS Card with a “2” </p> +<p style="top:329.0pt;left:436.3pt">can activate Generals with Strategy Ratings of 2, or 1, </p> +<p style="top:344.0pt;left:436.3pt">but not 3.</p> +<p style="top:364.6pt;left:422.5pt">• Add a number of PC Markers to the map equal to the </p> +<p style="top:379.6pt;left:436.3pt">number on the OPS Card. See 10.1 for details.</p> +<p style="top:400.2pt;left:422.5pt">• Bring on Reinforcements. See 8.0 for details.</p> +<p style="top:420.8pt;left:422.5pt">• Place that number of Operations into an Operations </p> +<p style="top:435.8pt;left:436.3pt">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:687.1pt;left:469.9pt">OPS Cards used for placing PC counters or mov-</p> +<p style="top:702.1pt;left:469.9pt">ing Generals and Armies are played by placing </p> +<p style="top:717.1pt;left:469.9pt">the card face up on the Discard Pile. Those used </p> +<p style="top:732.1pt;left:469.9pt">to bring on reinforcements are placed face up in </p> +<p style="top:747.1pt;left:469.9pt">one of that side’s Reinforcement Card boxes to </p> +<p style="top:762.1pt;left:393.8pt">record that a reinforcement action has occurred. Those cards </p> +<p style="top:777.1pt;left:393.8pt">used to begin or extend an Operations Queue are played face-up, </p> +<p style="top:792.1pt;left:393.8pt">under an “Operations Queue” marker in front of the player until </p> +<p style="top:807.1pt;left:393.8pt">the Queue is used to activate a General or the Queue is aban-</p> +<p style="top:822.1pt;left:393.8pt">doned. Once the Queue is used or abandoned all the OPS Cards </p> +<p style="top:837.1pt;left:393.8pt">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:90.8pt;left:56.3pt">During the Strategy Phase, all activity depends on the play of </p> +<p style="top:105.8pt;left:56.3pt">Strategy cards. This includes moving Armies and fighting battles </p> +<p style="top:120.8pt;left:56.3pt">as well as taking control of spaces (by placing PC markers), </p> +<p style="top:135.8pt;left:56.3pt">bringing in reinforcements, and causing events to happen. The </p> +<p style="top:150.8pt;left:56.3pt">first three actions occur by playing the OPS Cards, while events </p> +<p style="top:165.8pt;left:56.3pt">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:231.0pt;left:56.3pt">In the Strategy Cards Phase of each game-turn, starting with the </p> +<p style="top:246.0pt;left:56.3pt">American player, both players are dealt a hand of seven Strategy </p> +<p style="top:261.0pt;left:56.3pt">Cards from the top of the Strategy Deck. These seven cards </p> +<p style="top:276.0pt;left:56.3pt">constitute each player’s hand. </p> +<p style="top:296.6pt;left:67.5pt"><b>A. </b>When the Strategy Deck is fully depleted, including the </p> +<p style="top:311.6pt;left:67.5pt">situation where a Strategy Card deal is interrupted, reconsti-</p> +<p style="top:326.6pt;left:67.5pt">tute the Strategy Card deck as described below, and resume </p> +<p style="top:341.6pt;left:67.5pt">dealing if appropriate. </p> +<p style="top:362.3pt;left:67.5pt"><b>B. </b>The Strategy Card Deck is reconstituted when either an </p> +<p style="top:377.3pt;left:67.5pt">Event Strategy Card is played (not discarded) that requires the </p> +<p style="top:392.3pt;left:67.5pt">Strategy Card Deck to be reshuffled or when the Strategy Card </p> +<p style="top:407.3pt;left:67.5pt">deck is depleted. In every case all the discards and any cards </p> +<p style="top:422.3pt;left:67.5pt">remaining in the Strategy Card deck are shuffled to constitute </p> +<p style="top:437.3pt;left:67.5pt">a fresh Strategy Card deck. Only the current “Lord North’s </p> +<p style="top:452.3pt;left:67.5pt">Government Falls — War Ends” card and any Event Strategy </p> +<p style="top:467.3pt;left:67.5pt">cards that have been permanently removed from play due to </p> +<p style="top:482.3pt;left:67.5pt">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> +<p style="top:523.3pt;left:74.4pt">If a reshuffle is triggered in the middle of the Strategy Phase </p> +<p style="top:538.3pt;left:74.4pt">(owing to deck depletion and a card draw is needed from </p> +<p style="top:553.3pt;left:74.4pt">the play of a Battle Card Event), the current “War Ends” </p> +<p style="top:568.3pt;left:74.4pt">card and any cards currently in the Reinforcement Card </p> +<p style="top:583.3pt;left:74.4pt">boxes are <i>not</i> shuffled.</p> +<p style="top:604.0pt;left:74.4pt">The “Declaration of Independence” (#99) and “William Pitt </p> +<p style="top:619.0pt;left:74.4pt">Urges Peace Talks” (#95) event cards trigger a Reshuffle </p> +<p style="top:634.0pt;left:74.4pt">when <i>played</i> as an event (not discarded) as per the rule-</p> +<p style="top:649.0pt;left:74.4pt">book—of course “Declaration of Independence can <i>never</i> </p> +<p style="top:664.0pt;left:74.4pt">be discarded. The “Hortelez et Cie” (#96) event, however </p> +<p style="top:679.0pt;left:74.4pt">is the opposite: “Hortelez et Cie” triggers a Reshuffle when </p> +<p style="top:694.0pt;left:74.4pt"><i>discarded</i> (not played) as per the card text. </p> +<p style="top:718.5pt;left:67.5pt"><b>C. </b>Either player may examine the cards in the Discard Pile at </p> +<p style="top:733.5pt;left:67.5pt">any time. Neither player may examine the cards in the Strategy </p> +<p style="top:748.5pt;left:67.5pt">Card Deck.</p> +<p style="top:769.1pt;left:67.5pt"><b>D. </b>Certain event cards may change the constitution of either </p> +<p style="top:784.1pt;left:67.5pt">player’s hand, as explained on the card itself. For example, </p> +<p style="top:799.1pt;left:67.5pt">if the American Player plays the “John Paul Jones Shipping </p> +<p style="top:814.1pt;left:67.5pt">Raids” event, one card is randomly drawn from the British </p> +<p style="top:829.1pt;left:67.5pt">player’s hand and is discarded. </p> +<p style="top:849.8pt;left:67.5pt"><b>E. </b><b><i>SPECIAL RULE: “Declaration of Independence” and </i></b></p> +<p style="top:864.8pt;left:67.5pt"><b><i>“Baron Von Steuben Trains the Continental Army” Cards: </i></b></p> +<p style="top:879.8pt;left:67.5pt">During the initial setup of the game, the “Declaration of In-</p> +<p style="top:894.8pt;left:67.5pt">dependence” and “Baron Von Steuben Trains the Continental </p> +<p style="top:909.8pt;left:67.5pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:86.4pt;left:67.5pt"><b>A. </b>The Event Strategy Cards simulate events that occurred, </p> +<p style="top:101.4pt;left:67.5pt">or may have occurred, during the historical conflict. When an </p> +<p style="top:116.4pt;left:67.5pt">Event Strategy Card is played, the instructions on the card are </p> +<p style="top:131.4pt;left:67.5pt">precisely implemented. Alternatively most (but not all) Event </p> +<p style="top:146.4pt;left:67.5pt">Strategy cards may be discarded, in which case the discarding </p> +<p style="top:161.4pt;left:67.5pt">player may take some alternative minor actions as described </p> +<p style="top:176.4pt;left:67.5pt">below. Special Event Strategy Cards may not be discarded </p> +<p style="top:191.4pt;left:67.5pt"><i>regardless</i> of which player is dealt the card; the event must </p> +<p style="top:206.4pt;left:67.5pt">be implemented, but the player holding the card determines </p> +<p style="top:221.4pt;left:67.5pt">when during the Strategy Phase that he will play that card as </p> +<p style="top:236.4pt;left:67.5pt">the event.</p> +<p style="top:257.1pt;left:67.5pt"><b>B. </b>The titles printed on Event Strategy Cards have no impact </p> +<p style="top:272.1pt;left:67.5pt">whatsoever on the play of the event; they are added simply to </p> +<p style="top:287.1pt;left:67.5pt">provide background color and historic texture to the game. For </p> +<p style="top:302.1pt;left:67.5pt">example, the “Benedict Arnold Treason!” may occur whether </p> +<p style="top:317.1pt;left:67.5pt">or not the Arnold General counter is in play or not. Next to </p> +<p style="top:332.1pt;left:67.5pt">the titles on the Event Strategy Cards is a nation-specific flag </p> +<p style="top:347.1pt;left:67.5pt">which indicates which player may play the card to trigger its </p> +<p style="top:362.1pt;left:67.5pt">event. An American flag indicates events that are playable by </p> +<p style="top:377.1pt;left:67.5pt">the American player. A British flag indicates events playable by </p> +<p style="top:392.1pt;left:67.5pt">the British player. The absence of a flag denotes events play-</p> +<p style="top:407.1pt;left:67.5pt">able by <i>either</i> player (i.e., Minor and Major Campaigns), or a </p> +<p style="top:422.1pt;left:67.5pt">Special Event Card that <i>must</i> be played by the player holding it. </p> +<p style="top:442.7pt;left:254.2pt"><b>C. </b>When an Event Strat-</p> +<p style="top:682.7pt;left:67.5pt">egy Card has been played as the event, examine the card text to </p> +<p style="top:697.7pt;left:67.5pt">determine if it may only be played once per game. Cards that </p> +<p style="top:712.7pt;left:67.5pt">are removed from play are set aside where both players may </p> +<p style="top:727.7pt;left:67.5pt">see that the event has occurred. These cards are not included </p> +<p style="top:742.7pt;left:67.5pt">in any subsequent reshuffles of the Strategy Card Deck. All </p> +<p style="top:757.7pt;left:67.5pt">other cards are placed face up on the Discard pile.</p> +<p style="top:778.3pt;left:67.5pt"><b>D.</b> If the Event Strategy Card directs that the deck be reshuffled, </p> +<p style="top:793.3pt;left:67.5pt">place the card face up on the Strategy Card Deck as a mne-</p> +<p style="top:808.3pt;left:67.5pt">monic to reshuffle the deck at the beginning of the next Strategy </p> +<p style="top:823.3pt;left:67.5pt">Card Phase. If a subsequent Event Strategy Card directs that a </p> +<p style="top:838.3pt;left:67.5pt">card be drawn from the Strategy Card Deck before the reshuffle </p> +<p style="top:853.3pt;left:67.5pt">occurs, simply take the next card on the top of the deck under </p> +<p style="top:868.3pt;left:67.5pt">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:86.4pt;left:393.8pt">Play of a Strategy Card Event implements <i>all</i> of the actions </p> +<p style="top:101.4pt;left:393.8pt">described in the text of the card. To allow the text on the card to </p> +<p style="top:116.4pt;left:393.8pt">be concise, some generalities apply:</p> +<p style="top:137.1pt;left:422.5pt">• Many events have conditional clauses that limit the </p> +<p style="top:152.1pt;left:436.3pt">activity in the event; read the card text carefully. For </p> +<p style="top:167.1pt;left:436.3pt">example the “Joseph Brant Leads an Iroquois Raid” </p> +<p style="top:182.1pt;left:436.3pt">limits the effect on the card to the non-port spaces in </p> +<p style="top:197.1pt;left:436.3pt">three specific colonies.</p> +<p style="top:217.7pt;left:422.5pt">• If the text uses the word “may”, then that portion of </p> +<p style="top:232.7pt;left:436.3pt">the instructions on the card is <i>voluntary</i>. The player </p> +<p style="top:247.7pt;left:436.3pt">playing the card may implement the action or not at </p> +<p style="top:262.7pt;left:436.3pt">his discretion.</p> +<p style="top:283.3pt;left:422.5pt">• If the text does not use the word “may”, then all of the </p> +<p style="top:298.3pt;left:436.3pt">instructions <i>must</i> be implemented. For example, during </p> +<p style="top:313.3pt;left:436.3pt">play of the “Declaration of Independence”, PC mark-</p> +<p style="top:328.3pt;left:436.3pt">ers must be played into every colony where placement </p> +<p style="top:343.3pt;left:436.3pt">is legal even if this will ultimately result in the loss of </p> +<p style="top:358.3pt;left:436.3pt">American PCs during the Political Control Phase.</p> +<p style="top:379.0pt;left:422.5pt">• Some Event Strategy Cards indicate that PC markers </p> +<p style="top:394.0pt;left:436.3pt">or Combat Units be removed from the map. Which </p> +<p style="top:409.0pt;left:436.3pt">specific units or counters are removed is entirely up to </p> +<p style="top:424.0pt;left:436.3pt">whomever plays the card.</p> +<p style="top:444.6pt;left:422.5pt">• Some Event Strategy Cards call for the player to re-</p> +<p style="top:459.6pt;left:436.3pt">move a Strategy Card from his opponent’s hand; the </p> +<p style="top:474.6pt;left:436.3pt">player who plays such an event randomly draws a </p> +<p style="top:489.6pt;left:436.3pt">Strategy Card from the other player’s hand and dis-</p> +<p style="top:504.6pt;left:436.3pt">cards it, face up, without looking at any other Strategy </p> +<p style="top:519.6pt;left:436.3pt">Cards in that player’s hand. Loss of a Strategy Card </p> +<p style="top:534.6pt;left:436.3pt">from one’s hand in this fashion does not constitute a </p> +<p style="top:549.6pt;left:436.3pt">play of that strategy card. If he still has strategy cards </p> +<p style="top:564.6pt;left:436.3pt">remaining, the player losing the Strategy Card still </p> +<p style="top:579.6pt;left:436.3pt">makes the next play<i>.</i></p> +<p style="top:600.2pt;left:436.3pt"><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"><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"><i><span style="color:#374ea1">player back-to-back Strategy Card plays.</span></i></p> +<p style="top:650.8pt;left:422.5pt">• In cases where there is a perceived contradiction be-</p> +<p style="top:665.8pt;left:436.3pt">tween the rules and the card text, the card text takes </p> +<p style="top:680.8pt;left:436.3pt">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:728.0pt;left:405.0pt"><b>A. </b>Except for Special Event Strategy Cards that must be played </p> +<p style="top:743.0pt;left:405.0pt">as events, either player may choose to discard an Event Strat-</p> +<p style="top:758.0pt;left:405.0pt">egy Card rather than play it to implement the event. British </p> +<p style="top:773.0pt;left:405.0pt">players must discard Event Strategy Cards which have an </p> +<p style="top:788.0pt;left:405.0pt">American flag next to the title; American players must discard </p> +<p style="top:803.0pt;left:405.0pt">Event Strategy Cards which have a British flag next to the title. </p> +<p style="top:818.0pt;left:405.0pt">If the conditions specified in the card text cannot be met, then </p> +<p style="top:833.0pt;left:405.0pt">the card must be discarded. A card which is discarded is never </p> +<p style="top:848.0pt;left:405.0pt">removed from the game. </p> +<p style="top:868.6pt;left:405.0pt"><i>Example: If “William Pitt Peace Talks” is in a player’s hand </i></p> +<p style="top:883.6pt;left:405.0pt"><i>after the French Alliance has occurred, then it must be dis-</i></p> +<p style="top:898.6pt;left:405.0pt"><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> @@ -608,1386 +607,1386 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic} <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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:702.8pt">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:66.2pt;left:67.5pt"><b>B. </b>When a player discards an Event Strategy Card as his play </p> +<p style="top:81.2pt;left:67.5pt">during the Strategy Phase, he also takes <i>one</i> of the following </p> +<p style="top:96.2pt;left:67.5pt">actions:</p> +<p style="top:116.8pt;left:78.8pt"><b>(i.) </b>The card is simply discarded and no further action is </p> +<p style="top:131.8pt;left:78.8pt">taken; or</p> +<p style="top:152.4pt;left:78.8pt"><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"><i>to the additional restrictions in Rule 10.11</i>; or</p> +<p style="top:188.0pt;left:78.8pt"><b>(iii.) </b>Remove one enemy PC from a space which is adjacent </p> +<p style="top:203.0pt;left:78.8pt">to a space containing a friendly PC counter and that is not </p> +<p style="top:218.0pt;left:78.8pt">occupied by an enemy CU, an American General or the </p> +<p style="top:233.0pt;left:78.8pt">Continental Congress. </p> +<p style="top:253.7pt;left:67.5pt"><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"><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"><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"><i><span style="color:#00a550">a PC marker.</span></i></p> +<p style="top:319.3pt;left:67.5pt"><b>C.</b> If a player discards an Event Strategy Card as a play dur-</p> +<p style="top:334.3pt;left:67.5pt">ing the Strategy Phase (i.e., not as a Battle Card as described </p> +<p style="top:349.3pt;left:67.5pt">below), his opponent may exchange an OPS Card in his hand </p> +<p style="top:364.3pt;left:67.5pt">with the discarded Event Strategy Card before he takes his </p> +<p style="top:379.3pt;left:67.5pt">turn. Note that this action does not change the total number of </p> +<p style="top:394.3pt;left:67.5pt">cards in the exchanging player’s hand, nor does it constitute </p> +<p style="top:409.3pt;left:67.5pt">taking his turn. </p> +<p style="top:429.9pt;left:85.0pt">• The American player must exchange either a 2 or 3 </p> +<p style="top:444.9pt;left:98.8pt">value OPS Card to retrieve such a discarded Event </p> +<p style="top:459.9pt;left:98.8pt">Strategy Card. </p> +<p style="top:480.5pt;left:85.0pt">• The British player must exchange any OPS Card, re-</p> +<p style="top:495.5pt;left:98.8pt">gardless of value, to retrieve a discarded Event Strat-</p> +<p style="top:510.5pt;left:98.8pt">egy Card.</p> +<p style="top:531.2pt;left:67.5pt"><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"><i>cards the “Henry Knox Continental Artillery Commander” </i></p> +<p style="top:561.2pt;left:67.5pt"><i>Event Strategy Card. He chooses to place a PC marker on the </i></p> +<p style="top:576.2pt;left:67.5pt"><i>board. After the British turn and before taking his turn, the </i></p> +<p style="top:591.2pt;left:67.5pt"><i>American player discards a 2 OPS Card from his hand and </i></p> +<p style="top:606.2pt;left:67.5pt"><i>exchanges it to bring the discarded “Henry Knox” card which </i></p> +<p style="top:621.2pt;left:67.5pt"><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:668.3pt;left:67.5pt"><b>A.</b> Event Strategy Cards with the title printed in a colored box </p> +<p style="top:683.3pt;left:67.5pt">are called Battle Cards. These events can only be implemented </p> +<p style="top:698.3pt;left:67.5pt">when the card is played during the resolution of a battle (9.45). </p> +<p style="top:713.3pt;left:67.5pt">(<b>Exception:</b> “Banastre Tarleton Waxhaws Massacre” provides </p> +<p style="top:728.3pt;left:67.5pt">the British player with the option to play the card as an event </p> +<p style="top:743.3pt;left:67.5pt">during the Strategy Phase.) Once the battle is resolved, the </p> +<p style="top:758.3pt;left:67.5pt">card is discarded (<b>Exception:</b> “Benedict Arnold Treason!” <i>is</i> </p> +<p style="top:773.3pt;left:67.5pt">permanently removed). The +2 Battle DRM advantage applies </p> +<p style="top:788.3pt;left:67.5pt">only to the battle underway when the card is played; i.e., if </p> +<p style="top:803.3pt;left:67.5pt">more than one battle occurs during the turn as the result of a </p> +<p style="top:818.3pt;left:67.5pt">Major or Minor Campaign event the Battle Card only modi-</p> +<p style="top:833.3pt;left:67.5pt">fies one battle. </p> +<p style="top:854.0pt;left:67.5pt"><b>B.</b> Each Battle Card contains the instruction to draw a Strategy </p> +<p style="top:869.0pt;left:67.5pt">Card after the active player’s impulse. Draw the replacement </p> +<p style="top:884.0pt;left:67.5pt">Strategy Card after all other activity in the impulse has been </p> +<p style="top:899.0pt;left:67.5pt">completed. If more than one Battle Card has been played (as </p> +<p style="top:66.2pt;left:405.0pt">in a Major or Minor Campaign), then a replacement card is </p> +<p style="top:81.2pt;left:405.0pt">drawn for each one. Normally it will not matter which player </p> +<p style="top:96.2pt;left:405.0pt">replaces their card first, but in cases where it may matter (such </p> +<p style="top:111.2pt;left:405.0pt">as when the Strategy Card Deck will become exhausted) the </p> +<p style="top:126.2pt;left:405.0pt">player taking their impulse replaces their Battle Cards first. </p> +<p style="top:146.8pt;left:405.0pt"><b>C.</b> Except for Special Event Strategy Cards, any Event Strat-</p> +<p style="top:161.8pt;left:405.0pt">egy Card may be discarded to gain a +1 die roll modification </p> +<p style="top:176.8pt;left:405.0pt">in Battle (9.45). An Event Strategy Card discarded for this </p> +<p style="top:191.8pt;left:405.0pt">purpose is not replaced by drawing another Event Strategy </p> +<p style="top:206.8pt;left:405.0pt">Card, nor may it be retrieved by the exchange procedure used </p> +<p style="top:221.8pt;left:405.0pt">during the Strategy Card Phase (6.32.C). </p> +<p style="top:242.4pt;left:405.0pt"><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"><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"><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"><i><span style="color:#00a550">make a back-to-back play.</span></i></p> +<p style="top:308.0pt;left:405.0pt"><b>D.</b> Each player may play/discard a maximum one Event Strat-</p> +<p style="top:323.0pt;left:405.0pt">egy Card for each battle. The attacker decides to play/discard </p> +<p style="top:338.0pt;left:405.0pt">first, then the defender makes his decision. During a Major/</p> +<p style="top:353.0pt;left:405.0pt">Minor Campaign Event, each players may play/discard an </p> +<p style="top:368.0pt;left:405.0pt">Event Strategy Card in every battle if they so choose.</p> +<p style="top:388.7pt;left:393.8pt"><b><i>Clarifications</i></b><i>: The “Benedict Arnold Treason” Battle card may </i></p> +<p style="top:403.7pt;left:393.8pt"><i>only be played as an event during the battle resolution process. </i></p> +<p style="top:418.7pt;left:393.8pt"><i>As with other Battle Cards, this card cannot be played as the </i></p> +<p style="top:433.7pt;left:393.8pt"><i>event during the Strategy Card Phase simply to remove the Arnold </i></p> +<p style="top:448.7pt;left:393.8pt"><i>General counter. The Arnold General counter does not have to </i></p> +<p style="top:463.7pt;left:393.8pt"><i>be involved in the battle in order to play this Battle Card. When </i></p> +<p style="top:478.7pt;left:393.8pt"><i>the event is resolved, the Arnold General counter is permanently </i></p> +<p style="top:493.7pt;left:393.8pt"><i>removed from the game regardless of his current location (on </i></p> +<p style="top:508.7pt;left:393.8pt"><i>the map, in the American Leader Reinforcement box or in the </i></p> +<p style="top:523.7pt;left:393.8pt"><i>Captured Generals box). The American player may discard this </i></p> +<p style="top:538.7pt;left:393.8pt"><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> +<p style="top:585.8pt;left:405.0pt"><b>A. </b>There are seven Special Event Strategy Cards. They are </p> +<p style="top:600.8pt;left:405.0pt">indicated by the notation ‘Must Be Played’ at the top. <i>These </i></p> +<p style="top:615.8pt;left:405.0pt"><i>cards may not be discarded under any circumstances. </i>The </p> +<p style="top:630.8pt;left:405.0pt">player drawing a Special Event card into his hand must play </p> +<p style="top:645.8pt;left:405.0pt">it at some point during the Strategy Phase of the game-turn in </p> +<p style="top:660.8pt;left:405.0pt">which he draws it. A player holding a Special Event Strategy </p> +<p style="top:675.8pt;left:405.0pt">Card does have the option of when during the Strategy Phase </p> +<p style="top:690.8pt;left:405.0pt">to play the card. </p> +<p style="top:711.5pt;left:405.0pt"><b>B.</b> When a Special Event Strategy Card is randomly selected </p> +<p style="top:726.5pt;left:405.0pt">and drawn from a player’s hand, its event is immediately </p> +<p style="top:741.5pt;left:405.0pt">implemented. The requirement to implement the event is </p> +<p style="top:756.5pt;left:405.0pt">mandatory regardless of which player drew the card, held the </p> +<p style="top:771.5pt;left:405.0pt">card, or which side benefits. </p> +<p style="top:792.1pt;left:405.0pt"><b>C.</b> The Special Event Strategy Cards are: </p> +<p style="top:812.7pt;left:416.3pt"><b>(i.) </b><b><i>Declaration of Independence. </i></b>This event requires the </p> +<p style="top:827.7pt;left:416.3pt">American player to place one PC marker in each of the </p> +<p style="top:842.7pt;left:416.3pt">thirteen colonies (excluding Canada) where placement is </p> +<p style="top:857.7pt;left:416.3pt">possible. Such placement is <i>not</i> optional, although the choice </p> +<p style="top:872.7pt;left:416.3pt">of which space if there is more than one possible space is at </p> +<p style="top:887.7pt;left:416.3pt">the option of the American player. PC marker placement is </p> +<p style="top:902.7pt;left:416.3pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:66.2pt;left:78.8pt">PC markers cannot be flipped even if an American Army or </p> +<p style="top:81.2pt;left:78.8pt">General is present. The Declaration of Independence event </p> +<p style="top:96.2pt;left:78.8pt">takes place even if the Continental Congress is currently </p> +<p style="top:111.2pt;left:78.8pt">dispersed. </p> +<p style="top:131.8pt;left:78.8pt"><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"><i>dependence” can potentially result in losses of American </i></p> +<p style="top:161.8pt;left:78.8pt"><i>PCs during a subsequent PC Isolation Phase (10.3). This </i></p> +<p style="top:176.8pt;left:78.8pt"><i>is intended.</i></p> +<p style="top:197.4pt;left:78.8pt"><b>Optional Tournament Rule:</b> Whenever the British player </p> +<p style="top:212.4pt;left:78.8pt">plays either the Declaration of Independence or the Benjamin </p> +<p style="top:227.4pt;left:78.8pt">Franklin: Minister to France Special Events, the event takes </p> +<p style="top:242.4pt;left:78.8pt">effect as it normally does. However, the British player may </p> +<p style="top:257.4pt;left:78.8pt">then draw a replacement card and immediately take another </p> +<p style="top:272.4pt;left:78.8pt">action using any card (not necessarily the replacement card). </p> +<p style="top:287.4pt;left:78.8pt">The DOI and Franklin events always occur first.</p> +<p style="top:308.0pt;left:78.8pt"><b>(ii.) </b><b><i>Benjamin Franklin: Minister to France. </i></b>Advance the </p> +<p style="top:323.0pt;left:78.8pt">French Alliance marker four spaces towards “French Alli-</p> +<p style="top:338.0pt;left:78.8pt">ance”. If play of this event results in the French Alliance </p> +<p style="top:353.0pt;left:78.8pt">marker reaching +9, then immediately implement the effects </p> +<p style="top:368.0pt;left:78.8pt">of the French Alliance; see 12.0.</p> +<p style="top:388.7pt;left:78.8pt"><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"><b><i>Ends Box. </i></b>The “North’s Government Falls” cards are used to </p> +<p style="top:418.7pt;left:78.8pt">regulate the end of the game. Each of the five cards changes </p> +<p style="top:433.7pt;left:78.8pt">the end of the game to one of the years from 1779 to 1783. </p> +<p style="top:448.7pt;left:78.8pt">To implement this event, place the card face up in the box on </p> +<p style="top:463.7pt;left:78.8pt">the map labeled “War Ends Card”. If a “North’s Government </p> +<p style="top:478.7pt;left:78.8pt">Falls” is already in the box, place it in the discard pile and </p> +<p style="top:493.7pt;left:78.8pt">replace it with the card just played. In this way, should the </p> +<p style="top:508.7pt;left:78.8pt">Strategy Card deck be reshuffled, except for the card currently </p> +<p style="top:523.7pt;left:78.8pt">in the War Ends Box, all the other “North’s Government Falls” </p> +<p style="top:538.7pt;left:78.8pt">cards will be returned to play. During the End Phase of each </p> +<p style="top:553.7pt;left:78.8pt">Game Turn, the players will compare the current year with </p> +<p style="top:568.7pt;left:78.8pt">the year shown on the “North’s Government Falls” card. If </p> +<p style="top:583.7pt;left:78.8pt">the card shows the current year or a preceding year, then the </p> +<p style="top:598.7pt;left:78.8pt">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:847.4pt;left:56.3pt">Movement only occurs during the Strategy Phase and only when </p> +<p style="top:862.4pt;left:56.3pt">Generals have been activated by an OPS Card, “John Glover </p> +<p style="top:877.4pt;left:56.3pt">Marblehead Regiment” Event Strategy Card or by a “Major/</p> +<p style="top:892.4pt;left:56.3pt">Minor Campaign” Event Strategy Card. A Combat Unit (CU) </p> +<p style="top:907.4pt;left:56.3pt">may only move when accompanied by an activated General. </p> +<p style="top:66.2pt;left:393.8pt">American Armies may conduct interceptions and retreats before </p> +<p style="top:81.2pt;left:393.8pt">battle, and thus make minor changes to their locations during the </p> +<p style="top:96.2pt;left:393.8pt">Strategy Phase, but these mechanics do not require activation of </p> +<p style="top:111.2pt;left:393.8pt">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> +<p style="top:158.3pt;left:405.0pt"><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">leton), play an OPS Card with the number 3 on it. To activate </p> +<p style="top:188.3pt;left:405.0pt">a General with a Strategy Rating of 2 (e.g., Gates), play an </p> +<p style="top:203.3pt;left:405.0pt">OPS Card with either the number 3 or 2 on it. A General with </p> +<p style="top:218.3pt;left:405.0pt">a strategy rating of 1 (e.g., Greene) may be activated by the </p> +<p style="top:233.3pt;left:405.0pt">play of any OPS Card.</p> +<p style="top:254.0pt;left:481.1pt"><b>B.</b> Instead of activating a General with the play </p> +<p style="top:269.0pt;left:481.2pt">of a single OPS Card, a player may choose to </p> +<p style="top:284.0pt;left:481.2pt">create an Operations Queue. </p> +<p style="top:304.6pt;left:481.2pt"><b>(i.) </b>A player establishes the start of an Opera-</p> +<p style="top:319.6pt;left:481.2pt">tions Queue by playing an OPS Card with the </p> +<p style="top:334.6pt;left:416.3pt">number 1 or 2 face up in front of the player and stating that it </p> +<p style="top:349.6pt;left:416.3pt">is an Operations Queue. Place an Operations Queue marker </p> +<p style="top:364.6pt;left:416.3pt">on top of the card or cards played into the Queue. </p> +<p style="top:385.2pt;left:416.3pt"><b>(ii.)</b> On the player’s next Strategy Card play, he plays an </p> +<p style="top:400.2pt;left:416.3pt">additional OPS Card into the Queue. He may then activate </p> +<p style="top:415.2pt;left:416.3pt">a General with a Strategy Rating less than or equal to the </p> +<p style="top:430.2pt;left:416.3pt">total value of the OPS Cards. Alternatively he may choose </p> +<p style="top:445.2pt;left:416.3pt">to continue the Operations Queue.</p> +<p style="top:465.8pt;left:416.3pt"><b>(iii.)</b> When creating an Operations Queue, the player must </p> +<p style="top:480.8pt;left:416.3pt">play each subsequent Strategy Card into the Queue until </p> +<p style="top:495.8pt;left:416.3pt">he uses the Queue or abandons it. The Operations Queue </p> +<p style="top:510.8pt;left:416.3pt">is abandoned if the player discards or plays any Strategy </p> +<p style="top:525.8pt;left:416.3pt">Card to perform a different activity. (Note: This applies to </p> +<p style="top:540.8pt;left:416.3pt">the sequential plays of Strategy Cards during the Strategy </p> +<p style="top:555.8pt;left:416.3pt">Phase. Battle Cards played and other Event Strategy Cards </p> +<p style="top:570.8pt;left:416.3pt">discarded during resolution of a battle do not cause aban-</p> +<p style="top:585.8pt;left:416.3pt">donment of the Operations Queue.) When an Operations </p> +<p style="top:600.8pt;left:416.3pt">Queue has been completed (used to activate a General) or </p> +<p style="top:615.8pt;left:416.3pt">abandoned, place all the OPS Cards face up on the discard </p> +<p style="top:630.8pt;left:416.3pt">pile. <i>Discard of an OPS card to pick up a discarded Event </i></p> +<p style="top:645.8pt;left:416.3pt"><i>does not cancel the OPS Queue.</i></p> +<p style="top:666.5pt;left:393.8pt"><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"><i>one 3 OPS Card and three event cards. During the course of the </i></p> +<p style="top:696.5pt;left:393.8pt"><i>game turn he foresees the possible need to move Howe, Cornwal-</i></p> +<p style="top:711.5pt;left:393.8pt"><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"><i>Cards in front of him and starts an Operations Queue, placing an </i></p> +<p style="top:741.5pt;left:393.8pt"><i>“Operations Queue” marker on top of it. The American player </i></p> +<p style="top:756.5pt;left:393.8pt"><i>makes a routine play that does not change the British player’s </i></p> +<p style="top:771.5pt;left:393.8pt"><i>plan. The British player then plays the second 1 OPS Card into </i></p> +<p style="top:786.5pt;left:393.8pt"><i>the Operations Queue. The queue now totals two, so he activates </i></p> +<p style="top:801.5pt;left:393.8pt"><i>Burgoyne for movement. After the move is completed, both 1 OPS </i></p> +<p style="top:816.5pt;left:393.8pt"><i>Cards are placed in the Discard Pile.</i></p> +<p style="top:837.1pt;left:393.8pt"><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"><i>can player takes an action that the British player believes must </i></p> +<p style="top:867.1pt;left:393.8pt"><i>be responded to by playing one of his Event Strategy Cards as </i></p> +<p style="top:882.1pt;left:393.8pt"><i>the event. He does so, but has interrupted his continual play of </i></p> +<p style="top:897.1pt;left:393.8pt"><i>cards into the Operations Queue and thus abandoned it. The event </i></p> +<p style="top:912.1pt;left:393.8pt"><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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:697.0pt">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:66.2pt;left:56.3pt"><i>placed in the discard pile. The British player may start a new </i></p> +<p style="top:81.2pt;left:56.3pt"><i>Operations Queue with his next play.</i></p> +<p style="top:101.8pt;left:56.3pt"><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"><i>erations Queue has grown to hold two 1 OPS Cards. After the </i></p> +<p style="top:131.8pt;left:56.3pt"><i>American’s second play, the British player decides he wishes to </i></p> +<p style="top:146.8pt;left:56.3pt"><i>activate Cornwallis. Even though there are already two 1 OPS </i></p> +<p style="top:161.8pt;left:56.3pt"><i>Cards in the queue, he must still play another card into the queue </i></p> +<p style="top:176.8pt;left:56.3pt"><i>in order to activate a General. He cannot play an event and </i></p> +<p style="top:191.8pt;left:56.3pt"><i>also activate Cornwallis, nor may he pass on playing a card to </i></p> +<p style="top:206.8pt;left:56.3pt"><i>activate Cornwallis. He plays the remaining 1 OPS Card into the </i></p> +<p style="top:221.8pt;left:56.3pt"><i>queue and now has three operations points, so he may activate </i></p> +<p style="top:236.8pt;left:56.3pt"><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:284.0pt;left:67.5pt"><b>A. </b>By playing a “Major Campaign” Event Strategy Card, a </p> +<p style="top:299.0pt;left:67.5pt">player may activate up to three of his Generals, regardless of </p> +<p style="top:314.0pt;left:67.5pt">their Strategy Ratings. By playing a “Minor Campaign” Event </p> +<p style="top:329.0pt;left:67.5pt">Strategy Card, he may activate up to two Generals (regard-</p> +<p style="top:344.0pt;left:67.5pt">less of their Strategy Ratings). The first General must finish </p> +<p style="top:359.0pt;left:67.5pt">his entire activation (including any Battles he wishes to fight) </p> +<p style="top:374.0pt;left:67.5pt">before the next General begins. A General cannot be activated </p> +<p style="top:389.0pt;left:67.5pt">more than once in a Campaign, nor may a given CU be moved </p> +<p style="top:404.0pt;left:67.5pt">by more than one General during a campaign. The player need </p> +<p style="top:419.0pt;left:67.5pt">not announce which Generals will be activated when the card </p> +<p style="top:434.0pt;left:67.5pt">is played; the player may move one General, and then select </p> +<p style="top:449.0pt;left:67.5pt">which General he will activate next and so on until all Generals </p> +<p style="top:464.0pt;left:67.5pt">have completed their activations. </p> +<p style="top:484.6pt;left:67.5pt"><b>B. Landing Party (British)</b>: With the play of any Campaign </p> +<p style="top:499.6pt;left:67.5pt">Event Strategy Card, in lieu of activating one General, the </p> +<p style="top:514.6pt;left:67.5pt">British player may either (a) flip an American PC marker in a </p> +<p style="top:529.6pt;left:67.5pt">non-Blockaded port space not containing an American Gen-</p> +<p style="top:544.6pt;left:67.5pt">eral, CU, or the Continental Congress; <i>or</i> (b) place a British </p> +<p style="top:559.6pt;left:67.5pt">PC marker in an empty, non-Blockaded port space. Neither </p> +<p style="top:574.6pt;left:67.5pt">of these options may be employed in a fortified port space </p> +<p style="top:589.6pt;left:67.5pt">(2.1.C). Only one Landing Party activation is allowed per play </p> +<p style="top:604.6pt;left:67.5pt">of a Campaign Event Strategy Card. </p> +<p style="top:625.2pt;left:67.5pt"><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"><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"><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"><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> +<p style="top:717.4pt;left:67.5pt"><b>A. </b>When activated, a General may move a maximum of four </p> +<p style="top:732.4pt;left:67.5pt">spaces from the space in which he begins the activation (<b>Ex-</b></p> +<p style="top:747.4pt;left:67.5pt"><b>ception:</b> American Mobility Advantage; see 7.3.C). During </p> +<p style="top:762.4pt;left:67.5pt">his move, a General may take up to five CUs with him. The </p> +<p style="top:777.4pt;left:67.5pt">General may change the constitution of his Army while moving </p> +<p style="top:792.4pt;left:67.5pt">by picking up and dropping off CUs along the way, but at no </p> +<p style="top:807.4pt;left:67.5pt">time may that Army move with more than five CUs. </p> +<p style="top:828.0pt;left:67.5pt"><b>B. </b>Movement is traced along the solid and dashed lines con-</p> +<p style="top:843.0pt;left:67.5pt">necting adjacent spaces. The movement of an Army ends when </p> +<p style="top:858.0pt;left:67.5pt">it enters a space containing an enemy CU. (<b>Exception</b>: Over-</p> +<p style="top:873.0pt;left:67.5pt">runs 9.7) Movement is complete even if the enemy Army oc-</p> +<p style="top:888.0pt;left:67.5pt">cupying the space successfully executes a retreat before battle.</p> +<p style="top:66.2pt;left:405.0pt"><b>C. Special American Mobility Advantage</b>: American Gen-</p> +<p style="top:81.2pt;left:405.0pt">erals and any CUs with them may move up to five spaces </p> +<p style="top:96.2pt;left:405.0pt">provided that they do not execute an Overrun nor end the </p> +<p style="top:111.2pt;left:405.0pt">move in a space occupied by any enemy CUs (i.e., the Army </p> +<p style="top:126.2pt;left:405.0pt">may not move 5 spaces and enter into a Battle). American </p> +<p style="top:141.2pt;left:405.0pt">Generals moving alone may also move five spaces subject to </p> +<p style="top:156.2pt;left:405.0pt">normal movement restrictions; see 7.4. An American Army </p> +<p style="top:171.2pt;left:405.0pt">may capture British Generals unaccompanied by CUs while </p> +<p style="top:186.2pt;left:405.0pt">moving five spaces. </p> +<p style="top:206.8pt;left:405.0pt"><b><i>Special</i></b><i>: The “John Glover Marblehead Regiment” Event </i></p> +<p style="top:221.8pt;left:405.0pt"><i>Strategy Card activates one American General who may move </i></p> +<p style="top:236.8pt;left:405.0pt"><i>up to six spaces and enter into Battle or execute one or more </i></p> +<p style="top:251.8pt;left:405.0pt"><i>Overruns, for that activation only. Remember that the card </i></p> +<p style="top:266.8pt;left:405.0pt"><i>text in an Event supersedes the rules.</i></p> +<p style="top:683.0pt;left:405.0pt"><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"><i>The American player plays a 2 OPS Card to activate General </i></p> +<p style="top:713.0pt;left:405.0pt"><i>Gates, who moves, via Camden, two spaces to Eutaw Springs, </i></p> +<p style="top:728.0pt;left:405.0pt"><i>where he drops off two CUs. One space further along in </i></p> +<p style="top:743.0pt;left:405.0pt"><i>Charleston, three CUs await, and General Gates moves there </i></p> +<p style="top:758.0pt;left:405.0pt"><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"><i>activation by moving one more space (total of 4) and ends his </i></p> +<p style="top:788.0pt;left:405.0pt"><i>movement in Savannah. Because Gates is an American General </i></p> +<p style="top:803.0pt;left:405.0pt"><i>and is participating neither in an overrun nor in a battle, he </i></p> +<p style="top:818.0pt;left:405.0pt"><i>could optionally continue his move to Augusta or St. Mary’s </i></p> +<p style="top:833.0pt;left:405.0pt"><i>(a total of 5 spaces.)</i></p> +<p style="top:853.7pt;left:405.0pt"><b>D. Wilderness Connections: </b>Crossing a dotted line connection </p> +<p style="top:868.7pt;left:405.0pt">counts as 3 spaces entered. American Armies can intercept and </p> +<p style="top:883.7pt;left:405.0pt">retreat before battle along Wilderness Connections. See 7.4.D </p> +<p style="top:898.7pt;left:405.0pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:66.2pt;left:67.5pt"><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"><i>as 3 spaces moved. A British Army which started moving in </i></p> +<p style="top:96.2pt;left:67.5pt"><i>Detroit could not enter Point Pleasant, VA in the same move </i></p> +<p style="top:111.2pt;left:67.5pt"><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:158.4pt;left:56.3pt">The following restrictions apply to movement at all times:</p> +<p style="top:179.0pt;left:67.5pt"><b>A. </b>In order to enter a space containing an enemy CU, a Gen-</p> +<p style="top:194.0pt;left:67.5pt">eral must be moving with at least one friendly CU. A General </p> +<p style="top:209.0pt;left:67.5pt">moving without a CU may move through a space containing </p> +<p style="top:224.0pt;left:67.5pt">an enemy General without accompanying CUs, but may not </p> +<p style="top:239.0pt;left:67.5pt">stop in that space. </p> +<p style="top:259.6pt;left:67.5pt"><b>B. </b>No General moving alone can enter a space with an enemy </p> +<p style="top:274.6pt;left:67.5pt">PC marker.</p> +<p style="top:295.2pt;left:67.5pt"><b>C. </b>A General may end his move, his retreat, or his intercep-</p> +<p style="top:310.2pt;left:67.5pt">tion in the same space as another friendly General, whether </p> +<p style="top:325.2pt;left:67.5pt">or not either General has CUs with him. If a General does end </p> +<p style="top:340.2pt;left:67.5pt">a move in the same space as a friendly General, one of the </p> +<p style="top:355.2pt;left:67.5pt">Generals—owner’s choice—must be placed in the Reinforce-</p> +<p style="top:370.2pt;left:67.5pt">ments Box. General Washington may never be removed to the </p> +<p style="top:385.2pt;left:67.5pt">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:429.4pt;left:74.4pt">Generals may move through spaces containing other </p> +<p style="top:444.4pt;left:74.4pt">friendly Generals. 7.4.C. applies if a General stops in a </p> +<p style="top:459.4pt;left:74.4pt">space with another friendly General.</p> +<p style="top:486.5pt;left:67.5pt"><b>D. </b>Only one General in the game—Benedict Arnold—may </p> +<p style="top:501.5pt;left:67.5pt">move, intercept, or retreat along the dotted line between Fal-</p> +<p style="top:516.5pt;left:67.5pt">mouth, MA and Quebec. Arnold may do so either by himself </p> +<p style="top:531.5pt;left:67.5pt">or with CUs. Note that this is also a Wilderness Connection </p> +<p style="top:546.5pt;left:67.5pt">and counts as 3 spaces moved. </p> +<p style="top:567.1pt;left:67.5pt"><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">moved by more than one General. Nor may the same General </p> +<p style="top:597.1pt;left:67.5pt">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:644.3pt;left:56.3pt">The British player may use Naval Movement to transfer Generals </p> +<p style="top:659.3pt;left:56.3pt">(with or without CUs) from one eligible port to another. To conduct </p> +<p style="top:674.3pt;left:56.3pt">Naval Movement, the activated British General must start the move </p> +<p style="top:689.3pt;left:56.3pt">in an eligible Port space, use the <i>entire</i> move to transfer himself </p> +<p style="top:704.3pt;left:56.3pt">and up to 5 CUs, and end in an eligible destination port. A port is </p> +<p style="top:719.3pt;left:56.3pt">eligible for Naval Movement unless it contains an American CU </p> +<p style="top:734.3pt;left:56.3pt">or an American PC marker (even if the space is also occupied by </p> +<p style="top:749.3pt;left:56.3pt">British Generals/CUs). Additionally, any origin or destination port </p> +<p style="top:764.3pt;left:56.3pt">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:811.4pt;left:67.5pt"><b>A. </b>Any time an Army enters a space containing an enemy </p> +<p style="top:826.4pt;left:67.5pt">General unaccompanied by CUs (whether by Movement, </p> +<p style="top:841.4pt;left:67.5pt">Interception, or Retreat), that General is captured. The Army </p> +<p style="top:856.4pt;left:67.5pt">may continue moving. The Captured General is placed in the </p> +<p style="top:871.4pt;left:67.5pt">Captured Generals Box, and during the Reinforcements Phase </p> +<p style="top:886.4pt;left:67.5pt">of the following game-turn, he (like every other captured Gen-</p> +<p style="top:901.4pt;left:67.5pt">eral) is placed in his side’s Reinforcements Box.</p> +<p style="top:66.0pt;left:405.0pt"><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"><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"><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"><i><span style="color:#374ea1">squalid prison camps for long periods of time.</span></i></p> +<p style="top:131.6pt;left:405.0pt"><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">George Washington is captured, he is removed from the </p> +<p style="top:161.6pt;left:405.0pt">game. The British player immediately removes 5 <i>American</i> </p> +<p style="top:176.6pt;left:405.0pt">PC markers, no more than one per colony (including Canada) </p> +<p style="top:191.6pt;left:405.0pt">in any space that does not contain an American CU, General, </p> +<p style="top:206.6pt;left:405.0pt">or the Continental Congress. In addition, if France has not </p> +<p style="top:221.6pt;left:405.0pt">yet entered the war move the French Alliance marker three </p> +<p style="top:236.6pt;left:405.0pt">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:283.8pt;left:467.2pt">If the British Army enters the space containing </p> +<p style="top:298.8pt;left:467.2pt">the Continental Congress and it is unaccompanied </p> +<p style="top:313.8pt;left:467.2pt">by American CUs, the Congress is dispersed. The </p> +<p style="top:328.8pt;left:467.2pt">British Army may continue moving. If a battle (or </p> +<p style="top:343.8pt;left:467.2pt">overrun) takes place in the space occupied by the </p> +<p style="top:358.8pt;left:393.8pt">Continental Congress and the American forces are eliminated or </p> +<p style="top:373.8pt;left:393.8pt">forced to retreat, then the Continental Congress is dispersed. </p> +<p style="top:388.8pt;left:393.8pt">When dispersed, place the Continental Congress marker into the </p> +<p style="top:403.8pt;left:393.8pt">Continental Congress Dispersed Box on the map. The counter </p> +<p style="top:418.8pt;left:393.8pt">comes back into play in the Political Control Phase. Note that </p> +<p style="top:433.8pt;left:393.8pt">there are substantial restrictions to the American player while </p> +<p style="top:448.8pt;left:393.8pt">the Congress is dispersed. (10.11.A.iv)</p> +<p style="top:469.4pt;left:393.8pt">On the turn following the Congress being dispersed, it is the Brit-</p> +<p style="top:484.4pt;left:393.8pt">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> +<p style="top:531.6pt;left:405.0pt"><b>A. </b>American Armies may intercept moving British Armies </p> +<p style="top:546.6pt;left:405.0pt">under certain circumstances. The American player may attempt </p> +<p style="top:561.6pt;left:405.0pt">to make an interception, subject to some restrictions, when </p> +<p style="top:576.6pt;left:405.0pt">the British Army moves into an adjacent space that contains </p> +<p style="top:591.6pt;left:405.0pt">an American PC marker. To resolve the interception attempt, </p> +<p style="top:606.6pt;left:405.0pt">the American player rolls a die and compares the result to the </p> +<p style="top:621.6pt;left:405.0pt">Agility Rating of the intercepting General. The interception </p> +<p style="top:636.6pt;left:405.0pt">is successful if the result is less than or equal to the Agility </p> +<p style="top:651.6pt;left:405.0pt">Rating; otherwise it fails. </p> +<p style="top:672.2pt;left:405.0pt"><b>B. </b>Interception may not be attempted into spaces which al-</p> +<p style="top:687.2pt;left:405.0pt">ready contain British CUs prior to the entry of the moving </p> +<p style="top:702.2pt;left:405.0pt">Army. British Armies using Naval Movement (7.5) may not </p> +<p style="top:717.2pt;left:405.0pt">be intercepted. British Generals moving without CUs may not </p> +<p style="top:732.2pt;left:405.0pt">be intercepted.<b><i> </i></b></p> +<p style="top:752.8pt;left:405.0pt"><b>C. </b>Successful interception results in the placement of the inter-</p> +<p style="top:767.8pt;left:405.0pt">cepting General and all CUs stacked with him into the space </p> +<p style="top:782.8pt;left:405.0pt">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"><i>General is stacked with more than 5 CUs, all CUs in excess </i></p> +<p style="top:812.8pt;left:405.0pt"><i>of 5 remain in their original space.) </i>Interception immediately </p> +<p style="top:827.8pt;left:405.0pt">ends the British movement and initiates the Combat Resolu-</p> +<p style="top:842.8pt;left:405.0pt">tion Procedure (9.2).</p> +<p style="top:863.4pt;left:405.0pt"><b>D.</b> American Armies may intercept into spaces which already </p> +<p style="top:878.4pt;left:405.0pt">contain American CUs. In this case the American player may </p> +<p style="top:893.4pt;left:405.0pt">be required to remove an excess General of his choice to the </p> +<p style="top:908.4pt;left:405.0pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.2pt;left:67.5pt">an interception takes place, the Americans may not attempt a </p> +<p style="top:81.2pt;left:67.5pt">retreat before battle. </p> +<p style="top:101.8pt;left:67.5pt"><b>E.</b> Multiple Armies may attempt to intercept into the same space, </p> +<p style="top:116.8pt;left:67.5pt">but the first successful interception <i>immediately</i> ends British </p> +<p style="top:131.8pt;left:67.5pt">movement, causes a battle and prevents any further interceptions </p> +<p style="top:146.8pt;left:67.5pt">by other Armies from occurring during that activation. No Army </p> +<p style="top:161.8pt;left:67.5pt">may attempt interception more than <i>once per Strategy Card</i> </p> +<p style="top:176.8pt;left:67.5pt">played by the British player; i.e., during a British Campaign </p> +<p style="top:191.8pt;left:67.5pt">event each American Army is allowed a total of <i>one</i> interception </p> +<p style="top:206.8pt;left:67.5pt">attempt. Whether an interception attempt is successful or not, </p> +<p style="top:221.8pt;left:67.5pt">any Army attempting interception may not subsequently attempt </p> +<p style="top:236.8pt;left:67.5pt">a Retreat Before Battle until the next Strategy Card is played.</p> +<p style="top:257.4pt;left:67.5pt"><b>F. </b>When an interception is successful, the intercepting force is </p> +<p style="top:272.4pt;left:67.5pt">considered to be in the space before the arrival of the moving </p> +<p style="top:287.4pt;left:67.5pt">British Army. If the American Army is subsequently forced </p> +<p style="top:302.4pt;left:67.5pt">to retreat, it may use any legal retreat route from that space, it </p> +<p style="top:317.4pt;left:67.5pt">need not retreat back to the space from which it intercepted. </p> +<p style="top:332.4pt;left:67.5pt">Conversely if the British Army is required to retreat, it must </p> +<p style="top:347.4pt;left:67.5pt">retreat back into the space it left upon entering the intercept </p> +<p style="top:362.4pt;left:67.5pt">space, even if this forces it to retreat back onto an American </p> +<p style="top:377.4pt;left:67.5pt">PC (and thus is forced to Surrender, see 9.63).</p> +<p style="top:673.7pt;left:67.5pt"><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"><i>can PC Marker, which is adjacent to an American Army led </i></p> +<p style="top:703.7pt;left:67.5pt"><i>by General Arnold. The American player chooses to attempt </i></p> +<p style="top:718.7pt;left:67.5pt"><i>interception by rolling the die. Since Arnold’s Agility Rating </i></p> +<p style="top:733.7pt;left:67.5pt"><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"><i>ful, Arnold and his Army (up to 5 CUs) are placed into the </i></p> +<p style="top:763.7pt;left:67.5pt"><i>Interception space and a Battle is fought. If the die roll is 3 </i></p> +<p style="top:778.7pt;left:67.5pt"><i>through 6, the interception attempt fails and the British Army </i></p> +<p style="top:793.7pt;left:67.5pt"><i>may continue moving. If any British Army, during the play of </i></p> +<p style="top:808.7pt;left:67.5pt"><i>this Strategy Card, attacks Arnold’s Army by entering its space, </i></p> +<p style="top:823.7pt;left:67.5pt"><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:870.8pt;left:67.5pt"><b>A.</b> When a British Army enters a space containing an American </p> +<p style="top:885.8pt;left:67.5pt">Army, the American player may attempt to retreat before battle. </p> +<p style="top:900.8pt;left:67.5pt">To resolve the retreat before battle attempt, the American player </p> +<p style="top:66.2pt;left:405.0pt">rolls a die and compares the result to the Agility Rating. If the </p> +<p style="top:81.2pt;left:405.0pt">die roll result is less than or equal to the Agility Rating, the </p> +<p style="top:96.2pt;left:405.0pt">retreat before battle attempt is successful. </p> +<p style="top:116.8pt;left:405.0pt"><b>Special Rule</b>: Washington and Greene enjoy a special +2 </p> +<p style="top:131.8pt;left:405.0pt">modification to their Agility Rating when attempting retreat </p> +<p style="top:146.8pt;left:405.0pt">before battle. </p> +<p style="top:167.4pt;left:405.0pt"><b><i>Reminder</i></b><i>: An American Army that has attempted interception </i></p> +<p style="top:182.4pt;left:405.0pt"><i>(successfully or unsuccessfully) may not attempt retreat before </i></p> +<p style="top:197.4pt;left:405.0pt"><i>battle if subsequently attacked by a British Army at any point </i></p> +<p style="top:212.4pt;left:405.0pt"><i>during play of the same Strategy Card.</i></p> +<p style="top:233.0pt;left:405.0pt"><b>B.</b> If the retreat before battle attempt is successful, the Ameri-</p> +<p style="top:248.0pt;left:405.0pt">can Army conducts a retreat using the battle retreat mechanics </p> +<p style="top:263.0pt;left:405.0pt">and restrictions in 9.61. If the American Army has more than </p> +<p style="top:278.0pt;left:405.0pt">5 CUs, only the General and 5 CUs may be retreated. All </p> +<p style="top:293.0pt;left:405.0pt">remaining CUs conduct battle or are overrun as appropriate. </p> +<p style="top:308.0pt;left:405.0pt">If the retreat before battle attempt is unsuccessful, proceed </p> +<p style="top:323.0pt;left:405.0pt">immediately to the Combat Resolution Procedure (9.2). The </p> +<p style="top:338.0pt;left:405.0pt">British Army must stop moving in the space vacated in any </p> +<p style="top:353.0pt;left:405.0pt">case, even if they overrun an American CU left behind. All </p> +<p style="top:368.0pt;left:405.0pt">desired interception attempts resulting from the movement of </p> +<p style="top:383.0pt;left:405.0pt">the British Army into the space need to be resolved before the </p> +<p style="top:398.0pt;left:405.0pt">retreat from battle attempt is made.</p> +<p style="top:418.7pt;left:405.0pt"><b>C. </b>There is no limit on the number of times that a particular </p> +<p style="top:433.7pt;left:405.0pt">American Army may attempt to retreat before battle during a </p> +<p style="top:448.7pt;left:405.0pt">single Strategy Phase; i.e., an American Army attacked during </p> +<p style="top:463.7pt;left:405.0pt">each activation of a British Campaign Event may attempt to </p> +<p style="top:478.7pt;left:405.0pt">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:758.3pt;left:393.8pt">During the Reinforcement Phase (5.1), captured Generals are </p> +<p style="top:773.3pt;left:393.8pt">repatriated and potential reinforcing British CUs are determined. </p> +<p style="top:788.3pt;left:393.8pt">Bringing on reinforcements during the Strategy Phase is optional. </p> +<p style="top:803.3pt;left:393.8pt">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> +<p style="top:850.5pt;left:405.0pt"><b>A.</b> During the Reinforcements Phase, the British player trans-</p> +<p style="top:865.5pt;left:405.0pt">fers all of his Generals currently in the Captured Generals </p> +<p style="top:880.5pt;left:405.0pt">Box into his Reinforcements Box. He also places, from the </p> +<p style="top:895.5pt;left:405.0pt">counter mix, the number of CUs equal to the number showing </p> +<p style="top:910.5pt;left:405.0pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:66.2pt;left:67.5pt">Reinforcement Box. These CUs are added to any British CUs </p> +<p style="top:81.2pt;left:67.5pt">currently in the Reinforcement Box. There is no limit to how </p> +<p style="top:96.2pt;left:67.5pt">many or how long British CUs can remain in the Reinforce-</p> +<p style="top:111.2pt;left:67.5pt">ments Box. </p> +<p style="top:131.8pt;left:67.5pt"><b>B.</b> Once during the Strategy Phase of each game-turn, the </p> +<p style="top:146.8pt;left:67.5pt">British player may bring on reinforcements by playing an </p> +<p style="top:161.8pt;left:67.5pt">OPS Card, of any value, into the British Reinforcement Card </p> +<p style="top:176.8pt;left:67.5pt">Box. Placing the OPS Card in the box serves as mnemonic to </p> +<p style="top:191.8pt;left:67.5pt">both players that the British have conducted their reinforce-</p> +<p style="top:206.8pt;left:67.5pt">ment activity. </p> +<p style="top:227.4pt;left:67.5pt"><b>C.</b> To bring on reinforcements the British player transfers </p> +<p style="top:242.4pt;left:67.5pt">any number of CUs from the British Reinforcements Box to </p> +<p style="top:257.4pt;left:67.5pt">any one<b> </b>non-Blockaded Port space that does not contain an </p> +<p style="top:272.4pt;left:67.5pt">American CU or PC marker. The British player may, but need </p> +<p style="top:287.4pt;left:67.5pt">not, transfer one of his Generals from the Reinforcements Box </p> +<p style="top:302.4pt;left:67.5pt">to that space. If a British General is already in the space and a </p> +<p style="top:317.4pt;left:67.5pt">new General is brought on, the old General is removed to the </p> +<p style="top:332.4pt;left:67.5pt">Reinforcements Box.</p> +<p style="top:353.0pt;left:56.3pt"><b><i>Clarifications</i></b>: The General and all CUs desired (some may be </p> +<p style="top:368.0pt;left:56.3pt">left in the Reinforcement Box) all arrive in the same eligible port </p> +<p style="top:383.0pt;left:56.3pt">space. More than 5 CUs may be brought on if desired, and the </p> +<p style="top:398.0pt;left:56.3pt">British may add these reinforcing CUs to any number of CUs </p> +<p style="top:413.0pt;left:56.3pt">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:460.2pt;left:67.5pt"><b>A.</b> During the Reinforcements Phase (5.1), the American Player </p> +<p style="top:475.2pt;left:67.5pt">transfers any American Generals currently in the Captured </p> +<p style="top:490.2pt;left:67.5pt">Generals Box to his Reinforcements Box. </p> +<p style="top:510.8pt;left:67.5pt"><b>B.</b> Twice during the Strategy Phase of each game-turn, the </p> +<p style="top:525.8pt;left:67.5pt">American player may bring on reinforcements by playing </p> +<p style="top:540.8pt;left:67.5pt">an OPS Card, of any value, into one of the two American </p> +<p style="top:555.8pt;left:67.5pt">Reinforcement Card Boxes. Placing the OPS Card into a box </p> +<p style="top:570.8pt;left:67.5pt">serves as mnemonic to both players that the Americans have </p> +<p style="top:585.8pt;left:67.5pt">conducted one of their two possible reinforcement activities. </p> +<p style="top:606.5pt;left:67.5pt"><b>C.</b> To bring on reinforcements, the American player transfers, </p> +<p style="top:621.5pt;left:67.5pt">from stock, as many CUs as the number on the OPS Card (i.e., </p> +<p style="top:636.5pt;left:67.5pt">with a 3 OPS Card, 3 CUs) to a single space (just one space </p> +<p style="top:651.5pt;left:67.5pt">guys, doesn’t matter how many OPS you spend or how many </p> +<p style="top:666.5pt;left:67.5pt">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">space) that does not contain a British CU or PC marker. Ad-</p> +<p style="top:696.5pt;left:67.5pt">ditionally he may also transfer to the same space a General </p> +<p style="top:711.5pt;left:67.5pt">from the American Reinforcement Box. If there is an American </p> +<p style="top:726.5pt;left:67.5pt">General already in the space, then the new General takes his </p> +<p style="top:741.5pt;left:67.5pt">place and the old General is returned to the Reinforcement </p> +<p style="top:756.5pt;left:67.5pt">Box. The replaced General may be brought back on during a </p> +<p style="top:771.5pt;left:67.5pt">subsequent reinforcement activity even during the same Game-</p> +<p style="top:786.5pt;left:67.5pt">Turn. Washington may never be sent to the Reinforcement Box, </p> +<p style="top:801.5pt;left:67.5pt">so if CUs are brought on to reinforce Washington’s space, no </p> +<p style="top:816.5pt;left:67.5pt">General may be brought on. </p> +<p style="top:837.1pt;left:56.3pt"><b><i>Clarification:</i></b><b> </b>PC marker status permitting, either player may </p> +<p style="top:852.1pt;left:56.3pt">place reinforcements into a space which contains an enemy </p> +<p style="top:867.1pt;left:56.3pt">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:327.2pt;left:393.8pt">Combat is resolved in two stages. First the winner of the battle is </p> +<p style="top:342.2pt;left:393.8pt">determined by modified competitive die rolls. Once the winner is </p> +<p style="top:357.2pt;left:393.8pt">ascertained, the number of CUs lost by each side is determined </p> +<p style="top:372.2pt;left:393.8pt">and, unless one side is entirely eliminated, the loser executes a </p> +<p style="top:387.2pt;left:393.8pt">retreat. Combat die rolls are modified by Army strengths, Gener-</p> +<p style="top:402.2pt;left:393.8pt">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:449.4pt;left:393.8pt">A battle occurs when an activated General and his Army are in a </p> +<p style="top:464.4pt;left:393.8pt">space with enemy CUs after any interception and retreat before </p> +<p style="top:479.4pt;left:393.8pt">battle attempts have been resolved. Under some conditions an </p> +<p style="top:494.4pt;left:393.8pt">Overrun (9.7) may occur instead, in which case the activated </p> +<p style="top:509.4pt;left:393.8pt">General and his Army may continue moving. The activated </p> +<p style="top:524.4pt;left:393.8pt">General and his Army are always considered the attacker, even </p> +<p style="top:539.4pt;left:393.8pt">if an interception attempt was successful and resulted in a battle </p> +<p style="top:554.4pt;left:393.8pt">unplanned by the activating player<b><i>. </i></b></p> +<p style="top:575.0pt;left:393.8pt"><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"><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"><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"><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"><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"><i><span style="color:#374ea1">occurred at Monmouth and Cowpens. Interceptions only occur </span></i></p> +<p style="top:665.0pt;left:393.8pt"><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"><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"><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> +<p style="top:745.6pt;left:405.0pt"><b>Step 1: </b>The attacker declares and plays a Battle Card or </p> +<p style="top:760.6pt;left:405.0pt">discards an Event Strategy Card (6.33) if he wishes to do </p> +<p style="top:775.6pt;left:405.0pt">so. Then the defender may play a Battle Card or discard an </p> +<p style="top:790.6pt;left:405.0pt">Event Strategy Card. Each player may only play or discard </p> +<p style="top:805.6pt;left:405.0pt">one card. (<b><i>Special</i></b><i>: If the “Benedict Arnold Treason!” event </i></p> +<p style="top:820.6pt;left:405.0pt"><i>is played (not discarded by the American player</i>), <i>take all the </i></p> +<p style="top:835.6pt;left:405.0pt"><i>actions specified on the card immediately. If the conditions for </i></p> +<p style="top:850.6pt;left:405.0pt"><i>an overrun now exist, conduct an overrun procedure in lieu </i></p> +<p style="top:865.6pt;left:405.0pt"><i>of continuing the battle procedure. Note that Arnold may be </i></p> +<p style="top:880.6pt;left:405.0pt"><i>removed from the battle space or from some other location on </i></p> +<p style="top:895.6pt;left:405.0pt"><i>the board. If Arnold is removed from the battle, the American </i></p> +<p style="top:910.6pt;left:405.0pt"><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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.0pt;left:67.5pt"><b>Step 2:</b> Each player rolls a die to determine his General’s </p> +<p style="top:81.0pt;left:67.5pt">Actual Battle Rating for this battle; see Table 9.3.</p> +<p style="top:101.6pt;left:67.5pt"><b>Step 3: </b>The players determine and agree on the total die roll </p> +<p style="top:116.6pt;left:67.5pt">modifiers (DRM) for each side using the procedures specified </p> +<p style="top:131.6pt;left:67.5pt">in section 9.4.</p> +<p style="top:152.2pt;left:67.5pt"><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">their side. If the attacker’s total is greater than or equal to the </p> +<p style="top:182.2pt;left:67.5pt">defender’s total, the attacker wins the battle. </p> +<p style="top:202.8pt;left:67.5pt"><b>Step 5: </b>The CU losses to both sides are determined using the </p> +<p style="top:217.8pt;left:67.5pt">procedures specified in section 9.5. </p> +<p style="top:238.5pt;left:67.5pt"><b>Step 6: </b>The losing side, which may consist only of a General </p> +<p style="top:253.5pt;left:67.5pt">if the losses were great enough, conducts a retreat using the </p> +<p style="top:268.5pt;left:67.5pt">procedures specified in 9.6.</p> +<p style="top:289.1pt;left:67.5pt"><b>Step 7:</b> If the Americans win, advance the French Alliance </p> +<p style="top:304.1pt;left:67.5pt">Marker by one space (12.1). If the British lose 3 CUs or more, </p> +<p style="top:319.1pt;left:67.5pt">including through Surrender (9.63), flip the Turn Counter to the </p> +<p style="top:334.1pt;left:67.5pt">“No British Regulars Advantage” side if the British Regulars </p> +<p style="top:349.1pt;left:67.5pt">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:414.3pt;left:56.3pt">A General’s Potential Battle Rating depicts the range of per-</p> +<p style="top:429.3pt;left:56.3pt">formance that General and his subordinates may have during a </p> +<p style="top:444.3pt;left:56.3pt">particular Battle. For each General, roll a die. On a die roll of </p> +<p style="top:459.3pt;left:56.3pt">1-3, the General’s Battle Rating is halved (round fractions down); </p> +<p style="top:474.3pt;left:56.3pt">on a die roll of 4-6, the General receives his full, printed Battle </p> +<p style="top:489.3pt;left:56.3pt">Rating. <b>Important Exception: </b>A General’s Actual Battle Rating </p> +<p style="top:504.3pt;left:56.3pt">can <i>never</i> be greater than the number of friendly CUs stacked </p> +<p style="top:519.3pt;left:56.3pt">with him. If there is no General in the battle, then the Actual </p> +<p style="top:534.3pt;left:56.3pt">Battle Rating is automatically zero. The Actual Battle Ratings </p> +<p style="top:549.3pt;left:56.3pt">are included in each side’s calculation of the combat DRM as </p> +<p style="top:564.3pt;left:56.3pt">described below.</p> +<p style="top:588.5pt;left:56.3pt"><b>Table 9.3 Actual Battle Rating</b></p> +<p style="top:610.5pt;left:63.1pt"><b> Die Roll General’s Battle Rating</b></p> +<p style="top:631.1pt;left:63.1pt"> </p> +<p style="top:631.1pt;left:79.8pt">1-3 </p> +<p style="top:631.1pt;left:118.1pt">General receives half Battle Rating (rounded down) </p> +<p style="top:644.9pt;left:118.1pt">as a drm—but never greater than the number of </p> +<p style="top:658.6pt;left:118.1pt">CUs in his Army.</p> +<p style="top:679.3pt;left:63.1pt"> </p> +<p style="top:679.3pt;left:79.8pt">4-6 </p> +<p style="top:679.3pt;left:118.1pt">General receives his printed, full Battle Rating as </p> +<p style="top:693.0pt;left:118.1pt">a drm—but never greater than the number of CUs </p> +<p style="top:706.8pt;left:118.1pt">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> +<p style="top:86.4pt;left:393.8pt">Each side calculates a Combat DRM by adding to the number of </p> +<p style="top:101.4pt;left:393.8pt">CUs on that side all the appropriate modifiers. These modifiers </p> +<p style="top:116.4pt;left:393.8pt">are tabulated in Table 9.4 and the conditions related to each are </p> +<p style="top:131.4pt;left:393.8pt">described below.</p> +<p style="top:152.1pt;left:393.8pt"><b>Table 9.4 Combat Resolution Die Roll Modifiers</b></p> +<p style="top:175.7pt;left:401.9pt"> +X<b> </b>Where <i>X</i> is the number of CUs for that side</p> +<p style="top:192.5pt;left:401.9pt"> +Y Where <i>Y</i> is the Actual Battle Rating of that side’s </p> +<p style="top:207.5pt;left:436.9pt">General (9.3)</p> +<p style="top:224.3pt;left:401.9pt"> +1 </p> +<p style="top:224.3pt;left:436.9pt">British Regulars’ Advantage (9.41)</p> +<p style="top:241.1pt;left:401.9pt"> +1 </p> +<p style="top:241.1pt;left:436.9pt">Royal Navy Support (9.42)</p> +<p style="top:257.9pt;left:401.9pt"> +1 </p> +<p style="top:257.9pt;left:436.9pt">Militia (9.43)</p> +<p style="top:274.7pt;left:401.9pt"> +2 </p> +<p style="top:274.7pt;left:436.9pt">American Winter Offensive (9.44)</p> +<p style="top:291.5pt;left:401.9pt"> +2 </p> +<p style="top:291.5pt;left:436.9pt">Battle Card (9.45)</p> +<p style="top:308.3pt;left:401.9pt"> +1 </p> +<p style="top:308.3pt;left:436.9pt">Discard of an enemy Event Card (9.45)</p> +<p style="top:325.1pt;left:401.9pt"> +1 </p> +<p style="top:325.1pt;left:436.9pt">Interception (9.46)</p> +<p style="top:355.1pt;left:393.8pt"><b>9.41 British Regulars’ Advantage</b></p> +<p style="top:372.4pt;left:467.3pt">During set up of the game, the Game-Turn </p> +<p style="top:387.4pt;left:466.9pt">marker is placed with the British “Regulars” side </p> +<p style="top:402.4pt;left:466.9pt">face up on the Game Turn Record Track. The </p> +<p style="top:417.4pt;left:466.9pt">British receive a +1 DRM in all battles until the </p> +<p style="top:432.4pt;left:466.9pt">British Regulars’ Advantage is lost. The British </p> +<p style="top:447.4pt;left:393.7pt">Regulars’ Advantage is lost immediately if the British lose 3 or </p> +<p style="top:462.4pt;left:393.7pt">more CUs in a single battle or through Surrender (9.63). The </p> +<p style="top:477.4pt;left:393.7pt">British may also lose the British Regulars’ Advantage as a result </p> +<p style="top:492.4pt;left:393.7pt">of the play of the “Baron Von Steuben Trains the Continental </p> +<p style="top:507.4pt;left:393.7pt">Army” Strategy Event Card. </p> +<p style="top:528.0pt;left:466.6pt">When the British Regulars’ Advantage is lost, flip </p> +<p style="top:543.0pt;left:466.9pt">the Game-Turn marker to the “No Regulars” side </p> +<p style="top:558.0pt;left:466.9pt">for the remainder of the game. If the British </p> +<p style="top:573.0pt;left:466.9pt">Regulars’ Advantage is lost during one of the </p> +<p style="top:588.0pt;left:466.9pt">activations of a Major/Minor Campaign event, the </p> +<p style="top:603.0pt;left:393.8pt">advantage is lost immediately and will apply during any subse-</p> +<p style="top:618.0pt;left:393.8pt">quent battles caused by the remaining activations of the cam-</p> +<p style="top:633.0pt;left:393.8pt">paign. When the British lose the British Regulars’ Advantage, </p> +<p style="top:648.0pt;left:393.8pt">also advance the French Alliance marker by 2 spaces (unless </p> +<p style="top:663.0pt;left:393.8pt">France has already entered the war; see 12.1). </p> +<p style="top:687.2pt;left:393.8pt"><b>9.42 Royal Navy Support</b></p> +<p style="top:704.5pt;left:393.8pt">The British forces receive a +1 DRM for support by the Royal </p> +<p style="top:719.5pt;left:393.8pt">Navy if the Battle takes place in a port space regardless of the </p> +<p style="top:734.5pt;left:393.8pt">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"><i>fortified port space [i.e., Charleston SC, Philadelphia PA, Que</i><i>-</i></p> +<p style="top:764.5pt;left:393.8pt"><i>bec or Montreal] the DRM is only used if the space contains a </i></p> +<p style="top:779.5pt;left:393.8pt"><i>British PC marker.) </i>The British do not receive the +1 DRM for </p> +<p style="top:794.5pt;left:393.8pt">Royal Navy support if battle takes place in a port that is in a </p> +<p style="top:809.5pt;left:393.8pt">Blockaded Zone (12.3). </p> +<p style="top:833.7pt;left:393.8pt"><b>9.43 Militia Support</b></p> +<p style="top:851.0pt;left:393.8pt">The side with the most PC markers in the colony receives a +1 </p> +<p style="top:866.0pt;left:393.8pt">DRM for Militia. If both sides have equal numbers of PC markers </p> +<p style="top:881.0pt;left:393.8pt">in the colony then neither player receives this DRM. To control </p> +<p style="top:896.0pt;left:393.8pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:66.7pt;left:56.3pt"><b>9.44 American Winter Offensive</b></p> +<p style="top:83.9pt;left:56.3pt">If an American Army commanded by Washington is the at-</p> +<p style="top:98.9pt;left:56.3pt">tacker and it was activated by the last Strategy Card played in </p> +<p style="top:113.9pt;left:56.3pt">the Strategy Card Phase, then the American force receives a +2 </p> +<p style="top:128.9pt;left:56.3pt">DRM. If the last Strategy Card played is a Campaign card, then </p> +<p style="top:143.9pt;left:56.3pt">Washington’s Army (only) receives this DRM regardless of the </p> +<p style="top:158.9pt;left:56.3pt">sequence of activations.</p> +<p style="top:183.2pt;left:56.3pt"><b>9.45 Battle Card Bonus</b></p> +<p style="top:200.4pt;left:56.3pt">Event Strategy Cards can be used to generate Battle DRM ben-</p> +<p style="top:215.4pt;left:56.3pt">efits. During Step 1 of the Combat Resolution Procedure (9.2) </p> +<p style="top:230.4pt;left:56.3pt">each player (attacker first) can play, or discard, one Event Strategy </p> +<p style="top:245.4pt;left:56.3pt">Card to receive a DRM; see 6.33. Event Strategy Cards which are </p> +<p style="top:260.4pt;left:56.3pt">Battle Cards (those cards with their titles printed in a colored box) </p> +<p style="top:275.4pt;left:56.3pt">provide a +2 DRM. A discarded Event Strategy Card provides a </p> +<p style="top:290.4pt;left:56.3pt">+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"><i>permit the retrieval of an Event Strategy Card discarded for the </i></p> +<p style="top:320.4pt;left:56.3pt"><i>purposes of gaining a +1 DRM in battle</i>.) Event Strategy Cards </p> +<p style="top:335.4pt;left:56.3pt">used for this purpose apply only to a single battle even during </p> +<p style="top:350.4pt;left:56.3pt">activations caused by a Major/Minor Campaign Event. In the </p> +<p style="top:365.4pt;left:56.3pt">event that Battle Cards were played during battles generated by </p> +<p style="top:380.4pt;left:56.3pt">a Major/Minor Campaign Event, delay drawing cards pursuant to </p> +<p style="top:395.4pt;left:56.3pt">the cards’ instructions until after all activations of the campaign </p> +<p style="top:410.4pt;left:56.3pt">have been completed.<b><i> </i></b></p> +<p style="top:434.6pt;left:56.3pt"><b>9.46 Interception Bonus</b></p> +<p style="top:451.9pt;left:56.3pt">The American side receives a +1 DRM if there was a successful </p> +<p style="top:466.9pt;left:56.3pt">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:514.1pt;left:56.3pt">During Step 5 of the Combat Resolution Procedures, both sides </p> +<p style="top:529.1pt;left:56.3pt">determine their losses. </p> +<p style="top:549.7pt;left:56.3pt">The loser of the battle rolls a die: </p> +<p style="top:570.3pt;left:85.0pt">• on a die roll of 1, 2 or 3, 1 CU is lost;</p> +<p style="top:590.9pt;left:85.0pt">• on a die roll of 4 or 5, 2 CUs are lost; </p> +<p style="top:611.6pt;left:85.0pt">• on a die roll of 6, 3 CUs are lost. </p> +<p style="top:632.2pt;left:56.3pt">The winner of the battle rolls a die: </p> +<p style="top:652.8pt;left:85.0pt">• If the losing side had no General, the winning side los-</p> +<p style="top:667.8pt;left:98.8pt">es 1 CU if the die roll is 1. </p> +<p style="top:688.4pt;left:85.0pt">• If the losing General has an Agility Rating of 1, the </p> +<p style="top:703.4pt;left:98.8pt">winning side loses 1 CU if the die roll is 1-2. </p> +<p style="top:724.1pt;left:85.0pt">• If the losing General has an Agility Rating of 2, the </p> +<p style="top:739.1pt;left:98.8pt">winning side loses 1 CU if the die roll is 1-3. </p> +<p style="top:759.7pt;left:85.0pt">• If the losing General has an Agility Rating of 3, the </p> +<p style="top:774.7pt;left:98.8pt">winning side loses 1 CU if the die roll is 1-4. </p> +<p style="top:795.3pt;left:56.3pt"><b><i>Special</i></b>: Casualties could potentially leave a winning General </p> +<p style="top:810.3pt;left:56.3pt">with no CUs. In such a case, if the General is on a space contain-</p> +<p style="top:825.3pt;left:56.3pt">ing a friendly PC marker or on an uncontrolled space he remains </p> +<p style="top:840.3pt;left:56.3pt">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">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:90.1pt;left:393.8pt"><b>9.61 Retreat Mechanics</b></p> +<p style="top:107.3pt;left:405.0pt"><b>A. </b>The losing General and Army must retreat to an adjacent </p> +<p style="top:122.3pt;left:405.0pt">space that is not occupied by an enemy CU nor an enemy PC </p> +<p style="top:137.3pt;left:405.0pt">marker. If this basic requirement cannot be satisfied, the losing </p> +<p style="top:152.3pt;left:405.0pt">General and Army must Surrender (9.63). </p> +<p style="top:172.9pt;left:405.0pt"><b>B. </b>Subject to the basic retreat requirements, if the attacker </p> +<p style="top:187.9pt;left:405.0pt">loses the battle, the surviving General and Army must retreat </p> +<p style="top:202.9pt;left:405.0pt">into the space from which it entered the battle. If the defender </p> +<p style="top:217.9pt;left:405.0pt">loses the battle the surviving General and Army may retreat </p> +<p style="top:232.9pt;left:405.0pt">into any space other than the one from which the attack origi-</p> +<p style="top:247.9pt;left:405.0pt">nated. The retreating force may not be split up; all must retreat </p> +<p style="top:262.9pt;left:405.0pt">to the same space. A defending Army which intercepted into </p> +<p style="top:277.9pt;left:405.0pt">the battle space is not required to retreat into the space from </p> +<p style="top:292.9pt;left:405.0pt">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> +<p style="top:336.1pt;left:411.9pt">Surviving Combat Units (attacker or defender) without a </p> +<p style="top:351.1pt;left:411.9pt">General may retreat after losing a battle (such British CUs </p> +<p style="top:366.1pt;left:411.9pt">may retreat by sea if otherwise eligible). Note that the at-</p> +<p style="top:381.1pt;left:411.9pt">tacker could be left without a General if Benedict Arnold </p> +<p style="top:396.1pt;left:411.9pt">is the attacking General and the Benedict Arnold event is </p> +<p style="top:411.1pt;left:411.9pt">played as a Battle Card by the defender.</p> +<p style="top:337.8pt;left:393.8pt"><b> </b></p> +<p style="top:442.8pt;left:393.8pt"><b>9.62 British Retreat By Sea </b></p> +<p style="top:460.0pt;left:393.8pt">A defending British General and any surviving CUs that lose a </p> +<p style="top:475.0pt;left:393.8pt">battle in a port space may be able to retreat by sea. Retreat by </p> +<p style="top:490.0pt;left:393.8pt">sea is only allowed if the battle space is not a blockaded port and </p> +<p style="top:505.0pt;left:393.8pt">is not a fortified port (Charleston SC, Philadelphia PA, Quebec, </p> +<p style="top:520.0pt;left:393.8pt">or Montreal) without a British PC marker in it. The retreating </p> +<p style="top:535.0pt;left:393.8pt">force may retreat to any other non-Blockaded port that does not </p> +<p style="top:550.0pt;left:393.8pt">contain an American CU or PC marker. The British player may </p> +<p style="top:565.0pt;left:393.8pt">choose to retreat by sea even if other legal retreat options exist. </p> +<p style="top:580.0pt;left:393.8pt">Note that the British may not retreat by sea when they are the </p> +<p style="top:595.0pt;left:393.8pt">attacker because the attacker must retreat to the space from which </p> +<p style="top:610.0pt;left:393.8pt">they entered the battle. American and French Generals and CUs </p> +<p style="top:625.0pt;left:393.8pt">can never retreat by sea.</p> +<p style="top:649.3pt;left:393.8pt"><b>9.63 Surrenders</b></p> +<p style="top:666.5pt;left:393.8pt">If a General and surviving CUs cannot conduct a legal retreat, </p> +<p style="top:681.5pt;left:393.8pt">they must Surrender. CUs that Surrender are eliminated, while </p> +<p style="top:696.5pt;left:393.8pt">Surrendering Generals are captured. Place the General counter </p> +<p style="top:711.5pt;left:393.8pt">into the Captured Generals Box on the map board; see 7.6.</p> +<p style="top:732.1pt;left:405.0pt"><b>A.</b> If the attacker enters the battle from a space that contains </p> +<p style="top:747.1pt;left:405.0pt">an enemy PC marker and loses, then the attacking Army must </p> +<p style="top:762.1pt;left:405.0pt">Surrender since it must retreat back to the space from which it </p> +<p style="top:777.1pt;left:405.0pt">entered the Battle and that space contains an enemy PC marker.</p> +<p style="top:797.8pt;left:405.0pt"><b>B. </b>The defending General and any surviving CUs must Sur-</p> +<p style="top:812.8pt;left:405.0pt">render if:</p> +<p style="top:830.5pt;left:422.5pt">• all of the spaces adjacent to the battle space contain </p> +<p style="top:845.5pt;left:436.3pt">enemy CUs or PC markers, and</p> +<p style="top:863.1pt;left:422.5pt">• a retreat by sea is not possible, and</p> +<p style="top:880.8pt;left:422.5pt">• the only remaining space is the space from which the </p> +<p style="top:895.8pt;left:436.3pt">attacker entered the battle (which is not a legal retreat </p> +<p style="top:910.8pt;left:436.3pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.2pt;left:56.3pt"><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"><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"><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"><i><span style="color:#374ea1">to General Burgoyne at the Battle of Saratoga.</span></i></p> +<p style="top:281.6pt;left:56.3pt"><b><i>Combat Example: </i></b><i>General Burgoyne and 5 CUs march into </i></p> +<p style="top:296.6pt;left:56.3pt"><i>Saratoga by way of Ticonderoga. American General Gates and </i></p> +<p style="top:311.6pt;left:56.3pt"><i>5 American CUs are in Saratoga. Not wishing to retreat before </i></p> +<p style="top:326.6pt;left:56.3pt"><i>battle, Gates stands and fights. The British discard an Event card </i></p> +<p style="top:341.6pt;left:56.3pt"><i>to gain a +1 DRM. The Americans play Battle Event, “Morgan’s </i></p> +<p style="top:356.6pt;left:56.3pt"><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"><i>mine their Actual Battle Rating. Burgoyne rolls a “4” and receives </i></p> +<p style="top:386.6pt;left:56.3pt"><i>his full, printed Battle Rating of “2” for a +2 DRM. Gates rolls </i></p> +<p style="top:401.6pt;left:56.3pt"><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"><i>DRM.” Next, both players determine their combat DRMs: The </i></p> +<p style="top:431.6pt;left:56.3pt"><i>British get +5 for their 5 CUs, +2 for General Burgoyne’s Battle </i></p> +<p style="top:446.6pt;left:56.3pt"><i>Rating (determined above), +1 for the British Regulars bonus </i></p> +<p style="top:461.6pt;left:56.3pt"><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"><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"><i>Gates’ Battle Rating (determined above), +1 for the militia of New </i></p> +<p style="top:506.6pt;left:56.3pt"><i>York (the Americans control more PC markers in the Colony), and </i></p> +<p style="top:521.6pt;left:56.3pt"><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"><i>then rolls a die and adds their Combat DRM: The British roll a </i></p> +<p style="top:551.6pt;left:56.3pt"><i>“3” which is modified to 12. The Americans roll a “4” which is </i></p> +<p style="top:566.6pt;left:56.3pt"><i>modified to “13.” The attacker’s modified die roll must be greater </i></p> +<p style="top:581.6pt;left:56.3pt"><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"><i>victorious. In this case, the attacker’s modified roll is less than </i></p> +<p style="top:611.6pt;left:56.3pt"><i>the defender’s modified roll so the Americans win! Next, combat </i></p> +<p style="top:626.6pt;left:56.3pt"><i>losses must be determined. The British lost the battle so they roll </i></p> +<p style="top:641.6pt;left:56.3pt"><i>a die and consult the Combat Losses Chart (9.5). Rolling a “5” </i></p> +<p style="top:656.6pt;left:56.3pt"><i>they lose 2 CUs and must retreat. The Americans must check to </i></p> +<p style="top:671.6pt;left:56.3pt"><i>see if they suffer any losses. Noting the losing General’s Agility </i></p> +<p style="top:686.6pt;left:56.3pt"><i>Rating (Burgoyne has an Agility of “1”), the Americans roll a die </i></p> +<p style="top:701.6pt;left:56.3pt"><i>and consult the Combat Losses Chart (9.5). Rolling a “2” the </i></p> +<p style="top:716.6pt;left:56.3pt"><i>Americans find they lose 1 CU. Note that the winner will never </i></p> +<p style="top:731.6pt;left:56.3pt"><i>lose more than 1 CU and will often times not suffer any losses. </i></p> +<p style="top:746.6pt;left:56.3pt"><i>Now the losing General must retreat what is left of his Army. Since </i></p> +<p style="top:761.6pt;left:56.3pt"><i>Burgoyne was the attacker and must retreat, he must retreat to the </i></p> +<p style="top:776.6pt;left:56.3pt"><i>space from which he entered combat—in this case, Ticonderoga. </i></p> +<p style="top:791.6pt;left:56.3pt"><i>Unfortunately, this space is American-controlled. This results </i></p> +<p style="top:806.6pt;left:56.3pt"><i>in Burgoyne surrendering the remainder of his Army. Burgoyne </i></p> +<p style="top:821.6pt;left:56.3pt"><i>is placed in the “Captured Generals” box and his 3 CUs are </i></p> +<p style="top:836.6pt;left:56.3pt"><i>removed from the map and placed back into the player’s stock. </i></p> +<p style="top:851.6pt;left:56.3pt"><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"><i>their “Regulars” advantage for the remainder of the game. The </i></p> +<p style="top:881.6pt;left:56.3pt"><i>Turn marker is flipped on the Turn track to note this. The French </i></p> +<p style="top:896.6pt;left:56.3pt"><i>Alliance marker is adjusted +1 for the American victory and +2 </i></p> +<p style="top:911.6pt;left:56.3pt"><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:86.4pt;left:393.8pt">An overrun occurs when an activated General with either 4 or 5 </p> +<p style="top:101.4pt;left:393.8pt">CUs enters a space occupied by 1 enemy CU without a General. </p> +<p style="top:116.4pt;left:393.8pt">The moving Army declares an overrun, removes the enemy CU, </p> +<p style="top:131.4pt;left:393.8pt">and if it has any remaining movement may continue. Any inter-</p> +<p style="top:146.4pt;left:393.8pt">ception attempts are resolved before the overrun is conducted. </p> +<p style="top:161.4pt;left:393.8pt">After a successful overrun the activated Army does not roll for </p> +<p style="top:176.4pt;left:393.8pt">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">CU present, the attacking Army must end its movement and a </p> +<p style="top:206.4pt;left:393.8pt">battle occurs. (<b><i>Clarification</i></b>: If the Arnold counter is removed as </p> +<p style="top:221.4pt;left:393.8pt">a result of play of the “Benedict Arnold Treason!” Battle Card, </p> +<p style="top:236.4pt;left:393.8pt">the General is removed as Step 1 of the Combat Resolution </p> +<p style="top:251.4pt;left:393.8pt">Procedure. If at that time only 1 American CU remains, and the </p> +<p style="top:266.4pt;left:393.8pt">British are attacking with either 4 or 5 CUs, an overrun occurs. </p> +<p style="top:281.4pt;left:393.8pt">If the Americans are attacking when Arnold is removed, even </p> +<p style="top:296.4pt;left:393.8pt">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> +<p style="top:528.8pt;left:405.0pt"><b>A. </b>Political control of the colonies and Canada determines </p> +<p style="top:543.8pt;left:405.0pt">who wins a game of <i>Washington’s War</i>. Political control is </p> +<p style="top:558.8pt;left:405.0pt">determined by the number of PC markers in each colony. Each </p> +<p style="top:573.8pt;left:405.0pt">space on the board may be in one of three states: </p> +<p style="top:594.4pt;left:422.5pt">• American control, denoted by an American PC marker; </p> +<p style="top:615.1pt;left:422.5pt">• British control, denoted by a British PC marker, or </p> +<p style="top:635.7pt;left:422.5pt">• Uncontrolled, denoted by the absence of a PC marker.</p> +<p style="top:656.3pt;left:405.0pt">No space ever contains more than one PC marker. </p> +<p style="top:676.9pt;left:405.0pt"><b>B. </b>Colonies are controlled by the side that has the majority </p> +<p style="top:691.9pt;left:405.0pt">of PC markers in them. If both sides have equal numbers, </p> +<p style="top:706.9pt;left:405.0pt">or if there are no PC markers in the colony, the colony is </p> +<p style="top:721.9pt;left:405.0pt">uncontrolled. Canada is not a colony, but will count toward </p> +<p style="top:736.9pt;left:405.0pt">achieving Victory Conditions (13.0). To control Canada, the </p> +<p style="top:751.9pt;left:405.0pt">controlling side must control both the Montreal and Quebec </p> +<p style="top:766.9pt;left:405.0pt">spaces. Control of Fort Detroit is irrelevant in determining </p> +<p style="top:781.9pt;left:405.0pt">control of Canada. </p> +<p style="top:802.5pt;left:405.0pt"><b>C. </b>Players may place friendly PC markers and remove en-</p> +<p style="top:817.5pt;left:405.0pt">emy PC markers through play of Strategy Cards during the </p> +<p style="top:832.5pt;left:405.0pt">Strategy Phase (5.3). Players also place friendly PC markers </p> +<p style="top:847.5pt;left:405.0pt">and remove enemy PC markers during certain activities of the </p> +<p style="top:862.5pt;left:405.0pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:108.0pt;left:56.3pt"><b>10.11 Placing and Flipping PC Markers with OPS Cards</b></p> +<p style="top:125.3pt;left:56.3pt">Each side uses a slightly different mechanic for placing PC </p> +<p style="top:140.3pt;left:56.3pt">markers with OPS Cards. </p> +<p style="top:160.9pt;left:67.5pt"><b>A. American:</b></p> +<p style="top:175.9pt;left:154.1pt"><b>(i.) </b>To place or flip PC markers, the American </p> +<p style="top:190.9pt;left:154.3pt">plays an OPS Card face up on the Discard </p> +<p style="top:205.9pt;left:154.3pt">pile. The number on the OPS Card indicates </p> +<p style="top:220.9pt;left:154.3pt">how many PC actions he may take, i.e., how </p> +<p style="top:235.9pt;left:154.3pt">many PC markers he may potentially place </p> +<p style="top:250.9pt;left:154.3pt">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"><i>the American could place up to three American PC markers </i></p> +<p style="top:280.9pt;left:78.8pt"><i>or flip up to three British PC markers to the American side </i></p> +<p style="top:295.9pt;left:78.8pt"><i>or any combination of placing and flipping, subject to the </i></p> +<p style="top:310.9pt;left:78.8pt"><i>restrictions on both.</i></p> +<p style="top:331.6pt;left:78.8pt"><b>(ii.) </b>As one PC action the American player can <i>place</i> an </p> +<p style="top:346.6pt;left:78.8pt">American PC marker into any space not containing a PC </p> +<p style="top:361.6pt;left:78.8pt">marker of either side nor containing a British CU. (<b>Excep-</b></p> +<p style="top:376.6pt;left:78.8pt"><b>tion</b>: see iv below.)</p> +<p style="top:397.2pt;left:78.8pt"><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">ish PC marker to its American PC marker side if there is </p> +<p style="top:427.2pt;left:78.8pt">an American General in the space. The American General </p> +<p style="top:442.2pt;left:78.8pt">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"><i>without CUs may not move into a space with an enemy PC </i></p> +<p style="top:472.2pt;left:78.8pt"><i>(7.4), so the situation where an American General is in a </i></p> +<p style="top:487.2pt;left:78.8pt"><i>space with a British PC only occurs through some indirect </i></p> +<p style="top:502.2pt;left:78.8pt"><i>combination of moves/events. </i></p> +<p style="top:522.8pt;left:78.8pt"><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"><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"><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"><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"><i><span style="color:#374ea1">garrisoned by British troops.</span></i></p> +<p style="top:603.4pt;left:78.8pt"><b>(iv.) Continental Congress dispersed (“Pennsylvania </b></p> +<p style="top:618.4pt;left:78.8pt"><b>and New Jersey Line Mutinies”): </b>The American player </p> +<p style="top:633.4pt;left:78.8pt">may not use OPS Cards or an Event discard to <i>place</i> PC </p> +<p style="top:648.4pt;left:78.8pt">Markers if the Continental Congress is dispersed (7.7) or </p> +<p style="top:663.4pt;left:78.8pt">if the “Pennsylvania and New Jersey Line Mutinies” Event </p> +<p style="top:678.4pt;left:78.8pt">Strategy Card has been played as the event during the current </p> +<p style="top:693.4pt;left:78.8pt">turn. The Americans may still <i>flip</i> PC markers with an OPS </p> +<p style="top:708.4pt;left:78.8pt">Card play (see iii above). The Americans can still remove </p> +<p style="top:723.4pt;left:78.8pt">PC markers by discarding an Event card (6.32.B.iii). The </p> +<p style="top:738.4pt;left:78.8pt">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> +<p style="top:780.9pt;left:85.6pt">In addition to the ability to use an OPS card to <i>flip</i> (but </p> +<p style="top:795.9pt;left:85.6pt">not place) a PC under these conditions, the Americans </p> +<p style="top:810.9pt;left:85.6pt">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">as in 10.11.A.iii.</p> +<p style="top:66.0pt;left:405.0pt"><b>B. British:</b></p> +<p style="top:81.0pt;left:491.8pt"><b>(i.)</b> To place or flip PC markers, the British </p> +<p style="top:96.0pt;left:491.8pt">play an OPS Card face up on the Discard </p> +<p style="top:111.0pt;left:491.8pt">pile. The number on the OPS Card indicates </p> +<p style="top:126.0pt;left:491.8pt">how many PC actions he may take, i.e., how </p> +<p style="top:141.0pt;left:491.8pt">many PC markers he may potentially place </p> +<p style="top:156.0pt;left:491.8pt">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"><i>the British could place up to two British PC markers or flip </i></p> +<p style="top:186.0pt;left:416.3pt"><i>up to two American PC markers to the British side or any </i></p> +<p style="top:201.0pt;left:416.3pt"><i>combination of placing and flipping, subject to the restric</i><i>-</i></p> +<p style="top:216.0pt;left:416.3pt"><i>tions on both.</i></p> +<p style="top:236.6pt;left:416.3pt"><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">PC marker into any space not containing a PC marker of </p> +<p style="top:266.6pt;left:416.3pt">either side, nor containing an American Unit.<b><i> Important: </i></b>All </p> +<p style="top:281.6pt;left:416.3pt">new British PC markers must be placed in spaces adjacent to </p> +<p style="top:296.6pt;left:416.3pt">spaces already containing British PC markers. PC markers </p> +<p style="top:311.6pt;left:416.3pt">newly placed or flipped as a result of a PC action taken with </p> +<p style="top:326.6pt;left:416.3pt">the play of the current OPS Card do not satisfy the require-</p> +<p style="top:341.6pt;left:416.3pt">ment that new played British PC markers be placed adjacent </p> +<p style="top:356.6pt;left:416.3pt">to existing British PC markers (i.e., no “daisy chaining”).</p> +<p style="top:718.5pt;left:416.3pt"><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"><i>in Montreal. The British player plays a 2 OPS Card and </i></p> +<p style="top:748.5pt;left:416.3pt"><i>declares he will use it to place PC markers. The first PC </i></p> +<p style="top:763.5pt;left:416.3pt"><i>marker is placed in Oswego which is adjacent to Montreal. </i></p> +<p style="top:778.5pt;left:416.3pt"><i>The second PC marker, however, may not be placed in Fort </i></p> +<p style="top:793.5pt;left:416.3pt"><i>Stanwix even though Fort Stanwix is adjacent to Oswego </i></p> +<p style="top:808.5pt;left:416.3pt"><i>since Oswego did not have a PC marker at the beginning </i></p> +<p style="top:823.5pt;left:416.3pt"><i>of the card play. The second PC marker will have to be </i></p> +<p style="top:838.5pt;left:416.3pt"><i>placed elsewhere.</i></p> +<p style="top:859.1pt;left:416.3pt"><b>Important</b>: For the British, all ports are considered to be </p> +<p style="top:874.1pt;left:416.3pt">adjacent to each other for all purposes regardless of the </p> +<p style="top:889.1pt;left:416.3pt">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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.2pt;left:78.8pt"><b>(iii.)</b> As one PC action the British player may place a Brit-</p> +<p style="top:81.2pt;left:78.8pt">ish PC marker or <i>flip</i> an American PC marker to its British </p> +<p style="top:96.2pt;left:78.8pt">PC marker side if there is a British Army (i.e., a General </p> +<p style="top:111.2pt;left:78.8pt">and at least 1 CU) in the space. This action can take place </p> +<p style="top:126.2pt;left:78.8pt">in any space; it need not be adjacent to an existing British </p> +<p style="top:141.2pt;left:78.8pt">PC marker. </p> +<p style="top:161.8pt;left:78.8pt"><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"><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"><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"><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"><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"><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"><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"><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"><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"><i><span style="color:#374ea1">provides an historical example.</span></i></p> +<p style="top:321.0pt;left:56.3pt"><b>10.12 Placing and Removing PC Markers with Event </b></p> +<p style="top:336.0pt;left:56.3pt"><b>Strategy Cards</b></p> +<p style="top:353.3pt;left:67.5pt"><b>A. </b>During the Strategy Phase, Event Strategy Cards played as </p> +<p style="top:368.3pt;left:67.5pt">events may allow for the placement or removal of PC markers. </p> +<p style="top:383.3pt;left:67.5pt">The conditions pertaining to these events vary widely from card </p> +<p style="top:398.3pt;left:67.5pt">to card so it is important to implement the text on the card spe-</p> +<p style="top:413.3pt;left:67.5pt">cifically and literally. For example an enemy PC marker may </p> +<p style="top:428.3pt;left:67.5pt">not be flipped if the event text specifies “place PC markers”. </p> +<p style="top:443.3pt;left:67.5pt">There are usually geographic constraints as well as restrictions </p> +<p style="top:458.3pt;left:67.5pt">regarding the other counters that may be in the space.</p> +<p style="top:478.9pt;left:67.5pt"><b>B. </b>Event Strategy Cards may also be discarded per Rule 6.32 </p> +<p style="top:493.9pt;left:67.5pt">to allow one PC action to be taken on a space adjacent to a </p> +<p style="top:508.9pt;left:67.5pt">current friendly PC marker. <b><i>Important</i></b><i>: </i>The restriction that </p> +<p style="top:523.9pt;left:67.5pt">the PC being placed or removed be adjacent to a friendly PC </p> +<p style="top:538.9pt;left:67.5pt">applies to both sides in this case. That action may be to:</p> +<p style="top:559.5pt;left:85.0pt">• place or flip one PC adjacent to a friendly PC subject </p> +<p style="top:574.5pt;left:98.8pt">to the additional restrictions for each side in itemized </p> +<p style="top:589.5pt;left:98.8pt">in Rule 10.11, or</p> +<p style="top:610.1pt;left:85.0pt">• remove one enemy PC from a space which is adjacent </p> +<p style="top:625.1pt;left:98.8pt">to a space containing a friendly PC counter and that is </p> +<p style="top:640.1pt;left:98.8pt">not occupied by an enemy CU, an American General or </p> +<p style="top:655.1pt;left:98.8pt">the Continental Congress. </p> +<p style="top:675.8pt;left:67.5pt">Play of any Campaign Event Strategy Card by the British </p> +<p style="top:690.8pt;left:67.5pt">provides the option of executing a Landing Party which al-</p> +<p style="top:705.8pt;left:67.5pt">lows the British player to place a British PC marker or flip an </p> +<p style="top:720.8pt;left:67.5pt">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:767.9pt;left:56.3pt">The Political Control Phase consists of three segments, executed </p> +<p style="top:782.9pt;left:56.3pt">in specific order:</p> +<p style="top:803.6pt;left:67.5pt"><b>1. Continental Congress Segment</b></p> +<p style="top:824.2pt;left:78.8pt">If the Continental Congress counter is in the Continental </p> +<p style="top:839.2pt;left:78.8pt">Congress Dispersed Box, the American player <i>must</i> place </p> +<p style="top:854.2pt;left:78.8pt">it in on the map, in any space in the Thirteen Colonies (not </p> +<p style="top:869.2pt;left:78.8pt">Canada) containing an American PC Marker but no British </p> +<p style="top:884.2pt;left:78.8pt">playing pieces. If there are no such spaces available, the </p> +<p style="top:899.2pt;left:78.8pt">Continental Congress counter remains out of play until the </p> +<p style="top:66.2pt;left:416.3pt">Continental Congress Segment of the next Game-Turn. Note </p> +<p style="top:81.2pt;left:416.3pt">that dispersing and subsequent placement in a different space </p> +<p style="top:96.2pt;left:416.3pt">is the only way in which the Continental Congress counter </p> +<p style="top:111.2pt;left:416.3pt">can change locations on the map. </p> +<p style="top:131.8pt;left:405.0pt"><b>2. Place PC Markers Segment</b></p> +<p style="top:152.4pt;left:416.3pt">Each player places a PC marker in any uncontrolled space </p> +<p style="top:167.4pt;left:416.3pt">and flips to friendly control any enemy PC marker in any </p> +<p style="top:182.4pt;left:416.3pt">space currently occupied by one of his Armies. British </p> +<p style="top:197.4pt;left:416.3pt">players place/flip PC markers even in spaces which are not </p> +<p style="top:212.4pt;left:416.3pt">adjacent to extant British PCs. Neither side may place PC </p> +<p style="top:227.4pt;left:416.3pt">markers in spaces that are occupied by a friendly General </p> +<p style="top:242.4pt;left:416.3pt">with no CUs nor occupied by CUs without a General.</p> +<p style="top:263.0pt;left:405.0pt"><b>3. Remove Isolated PC Markers Segment</b></p> +<p style="top:283.7pt;left:416.3pt">The American player removes all of his PC markers that </p> +<p style="top:298.7pt;left:416.3pt">are isolated as defined in Section 10.3. After all isolated </p> +<p style="top:313.7pt;left:416.3pt">American PC markers have been removed, the British player </p> +<p style="top:328.7pt;left:416.3pt">removes all of his PC markers that are isolated. Because the </p> +<p style="top:343.7pt;left:416.3pt">American player removes PC markers first, British PC mark-</p> +<p style="top:358.7pt;left:416.3pt">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> +<p style="top:405.8pt;left:393.8pt">During the Remove Isolated PC Markers segment of the Politi-</p> +<p style="top:420.8pt;left:393.8pt">cal Control Phase, each player, in turn, American player first, </p> +<p style="top:435.8pt;left:393.8pt">evaluates each friendly PC marker to determine if it is isolated. </p> +<p style="top:450.8pt;left:393.8pt">Determining PC marker isolation differs slightly for each side.</p> +<p style="top:475.1pt;left:393.8pt"><b>10.31 American PC Marker Isolation</b></p> +<p style="top:492.3pt;left:405.0pt"><b>A. </b>An American PC marker is NOT isolated if it can trace a </p> +<p style="top:507.3pt;left:405.0pt">path through adjacent American controlled spaces to:</p> +<p style="top:526.8pt;left:422.5pt">• an uncontrolled space that does not contain a British </p> +<p style="top:541.8pt;left:436.3pt">CU, or</p> +<p style="top:561.3pt;left:422.5pt">• a space containing the Continental Congress, or</p> +<p style="top:580.8pt;left:422.5pt">• an American controlled space containing an American </p> +<p style="top:595.8pt;left:436.3pt">or French CU, or</p> +<p style="top:615.3pt;left:422.5pt">• an American controlled space containing an American </p> +<p style="top:630.3pt;left:436.3pt">or French General.</p> +<p style="top:650.9pt;left:405.0pt"><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"><i>traced through American controlled spaces that are occupied </i></p> +<p style="top:680.9pt;left:405.0pt"><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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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> +<p style="top:66.0pt;left:56.3pt"><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"><i>can PC markers in space “B” and space “A” can trace to space </i></p> +<p style="top:96.0pt;left:56.3pt"><i>“C” since it is uncontrolled and does not contain a British CU. </i></p> +<p style="top:111.0pt;left:56.3pt"><i>If space “C” contained a British CU, then both spaces “A” and </i></p> +<p style="top:126.0pt;left:56.3pt"><i>“B” would be isolated.</i></p> +<p style="top:387.5pt;left:56.3pt"><b><i>Example 2: </i></b><i>Newport, RI (space “C”) contains the Continental </i></p> +<p style="top:402.5pt;left:56.3pt"><i>Congress. The American PC markers in spaces “A” and “B” can </i></p> +<p style="top:417.5pt;left:56.3pt"><i>trace to space “C” since it contains the Continental Congress. </i></p> +<p style="top:432.5pt;left:56.3pt"><i>Space “C” would never be isolated since its space contains the </i></p> +<p style="top:447.5pt;left:56.3pt"><i>Continental Congress.</i></p> +<p style="top:699.5pt;left:56.3pt"><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"><i>PC markers. Space “A” contains an American CU. This allows </i></p> +<p style="top:729.5pt;left:56.3pt"><i>the PC markers in spaces “B” and “C” to trace to space “A.” </i></p> +<p style="top:744.5pt;left:56.3pt"><i>The same would be true if space “A” contained a French CU, </i></p> +<p style="top:759.5pt;left:56.3pt"><i>or an American/French General (with or without CUs). If space </i></p> +<p style="top:774.5pt;left:56.3pt"><i>“A” did not contain an American/French CU or General then </i></p> +<p style="top:789.5pt;left:56.3pt"><i>all three spaces would be isolated and removed. If space “C” </i></p> +<p style="top:804.5pt;left:56.3pt"><i>contained a British CU, space “B” would still be able to trace </i></p> +<p style="top:819.5pt;left:56.3pt"><i>through space “C” to the American CU in space “A” since space </i></p> +<p style="top:834.5pt;left:56.3pt"><i>“C” contains an American PC marker.</i></p> +<p style="top:858.6pt;left:67.5pt"><b>B. </b>If the PC marker is isolated, it is removed during the Remove </p> +<p style="top:873.6pt;left:67.5pt">Isolated PC Markers Segment. If there are adjacent American </p> +<p style="top:888.6pt;left:67.5pt">PC markers that are also isolated, all adjacent isolated Ameri-</p> +<p style="top:903.6pt;left:67.5pt">can PC markers are removed simultaneously.</p> +<p style="top:66.7pt;left:393.8pt"><b>10.32 British PC Marker Isolation</b></p> +<p style="top:83.9pt;left:405.0pt"><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">through adjacent British controlled spaces to:</p> +<p style="top:119.6pt;left:422.5pt">• An uncontrolled space that does not contain an Ameri-</p> +<p style="top:134.6pt;left:436.3pt">can/French CU or General, or</p> +<p style="top:155.2pt;left:422.5pt">• a British controlled port, including itself, regardless of </p> +<p style="top:170.2pt;left:436.3pt">the port’s Blockade status, or </p> +<p style="top:190.8pt;left:422.5pt">• a British controlled space containing a British CU.</p> +<p style="top:211.4pt;left:405.0pt"><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"><i>traced through British controlled spaces that are occupied by </i></p> +<p style="top:241.4pt;left:405.0pt"><i>American/French CUs or American/French Generals unac-</i></p> +<p style="top:256.4pt;left:405.0pt"><i>companied by CUs.)</i></p> +<p style="top:526.2pt;left:393.8pt"><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"><i>can trace to the uncontrolled space “B” and thus avoid isola-</i></p> +<p style="top:556.2pt;left:393.8pt"><i>tion. If space “B” contained an American PC marker, space “A” </i></p> +<p style="top:571.2pt;left:393.8pt"><i>would still not be isolated since the British can always trace to </i></p> +<p style="top:586.2pt;left:393.8pt"><i>a British-controlled port. Space “A,” being a British-controlled </i></p> +<p style="top:601.2pt;left:393.8pt"><i>port, would therefore, never be isolated. If Space “B” contained </i></p> +<p style="top:616.2pt;left:393.8pt"><i>an American/French CU or an American/French General and </i></p> +<p style="top:631.2pt;left:393.8pt"><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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.0pt;left:56.3pt"><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"><i>spaces “B,” “C,” and “D” which contain American PC mark-</i></p> +<p style="top:96.0pt;left:56.3pt"><i>ers. Space “A” is not isolated because it contains a British CU.</i></p> +<p style="top:493.3pt;left:56.3pt"><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"><i>controlled and isolated by virtue of the American PC markers </i></p> +<p style="top:523.3pt;left:56.3pt"><i>in all the adjacent spaces. Spaces “C” and “D” are American-</i></p> +<p style="top:538.3pt;left:56.3pt"><i>controlled and are similarly isolated by the surrounding British-</i></p> +<p style="top:553.3pt;left:56.3pt"><i>controlled spaces. American isolated PC markers are removed </i></p> +<p style="top:568.3pt;left:56.3pt"><i>before the isolated British PC markers. In this case, when this </i></p> +<p style="top:583.3pt;left:56.3pt"><i>is done, spaces “C” and “D” will be uncontrolled. This then </i></p> +<p style="top:598.3pt;left:56.3pt"><i>allows spaces “A” and “”B” to trace to the newly uncontrolled </i></p> +<p style="top:613.3pt;left:56.3pt"><i>spaces “C” and “D.” No longer isolated, the British PC markers </i></p> +<p style="top:628.3pt;left:56.3pt"><i>in spaces “A” and “B” remain on the map and are not removed.</i></p> +<p style="top:652.3pt;left:67.5pt"><b>B. </b>If the PC marker is isolated, it is removed during the Remove </p> +<p style="top:667.3pt;left:67.5pt">Isolated PC Markers Segment. </p> +<p style="top:687.9pt;left:67.5pt">If there are adjacent British PC markers that are also isolated, </p> +<p style="top:702.9pt;left:67.5pt">all adjacent isolated British PC markers are removed simul-</p> +<p style="top:717.9pt;left:67.5pt">taneously<b><i>.</i></b></p> +<p style="top:738.5pt;left:67.5pt"><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"><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"><i><span style="color:#374ea1">remains uncontrolled, the actual sentiments of the region </span></i></p> +<p style="top:783.5pt;left:67.5pt"><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"><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"><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"><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"><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:343.5pt;left:393.8pt">In the Winter Attrition Phase (5.4), CUs are subject to removal. </p> +<p style="top:358.5pt;left:393.8pt">There are different rules for British, American and French CUs. </p> +<p style="top:373.5pt;left:393.8pt">Winter Quarters spaces are denoted on the map by a square or a </p> +<p style="top:388.5pt;left:393.8pt">eight-point star (fortified port) space. Generals, the Continental </p> +<p style="top:403.5pt;left:393.8pt">Congress, and the French Navy are always immune to Winter </p> +<p style="top:418.5pt;left:393.8pt">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:465.7pt;left:472.2pt">British CUs in a Winter Quarters space, or south </p> +<p style="top:480.7pt;left:472.2pt">of the Winter Attrition Line, do not lose any CUs </p> +<p style="top:495.7pt;left:472.2pt">due to Winter Attrition. British CUs north of the </p> +<p style="top:510.7pt;left:472.2pt">Winter Attrition Line, that are not in a Winter </p> +<p style="top:525.7pt;left:472.2pt">Quarters space, lose half their strength, fractions </p> +<p style="top:540.7pt;left:393.8pt">rounded down. For example, 5 British CUs in Reading PA would </p> +<p style="top:555.7pt;left:393.8pt">lose 2.5 CUs rounded down to 2 CUs, leaving 3 CUs in the space. </p> +<p style="top:570.7pt;left:393.8pt">Similarly, a space containing 3 CUs would be reduced to 2 CUs. </p> +<p style="top:585.7pt;left:393.8pt">An Army with 1 CU never loses any CUs to Winter Attrition. To </p> +<p style="top:600.7pt;left:393.8pt">determine the Winter Attrition result for a single British CU, </p> +<p style="top:615.7pt;left:393.8pt">unaccompanied by a General, north of the Winter Attrition Line </p> +<p style="top:630.7pt;left:393.8pt">and not in a Winter Quarters space, roll a die. On a die roll of </p> +<p style="top:645.7pt;left:393.8pt">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">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> +<p style="top:707.8pt;left:471.5pt">American CUs suffer Winter Attrition regardless </p> +<p style="top:722.8pt;left:472.2pt">of their location. Stacks of American CUs lose </p> +<p style="top:737.8pt;left:472.2pt">half their strength, fractions rounded down. A </p> +<p style="top:752.8pt;left:472.2pt">single American CU in a space if accompanied </p> +<p style="top:767.8pt;left:472.2pt">by an American or French General is never re-</p> +<p style="top:782.8pt;left:393.8pt">moved for Winter Attrition. To determine the Winter Attrition </p> +<p style="top:797.8pt;left:393.8pt">result for a single American CU, unaccompanied by a General, </p> +<p style="top:812.8pt;left:393.8pt">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">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"><i>playtester uses the mnemonic rhyme: “One through threes, it </i></p> +<p style="top:857.8pt;left:393.8pt"><i>flees; four through six, it sticks.”) </i></p> +<p style="top:878.5pt;left:393.8pt"><b>Important Exception</b>: Up to 5 CUs stacked with General </p> +<p style="top:893.5pt;left:393.8pt">Washington are exempt from Winter Attrition losses if they are </p> +<p style="top:908.5pt;left:393.8pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:66.2pt;left:56.3pt">Line. If Washington is stacked with more than 5 CUs, all the </p> +<p style="top:81.2pt;left:56.3pt">excess CUs are evaluated for Winter Attrition as if they were </p> +<p style="top:96.2pt;left:56.3pt">alone in the space. </p> +<p style="top:116.8pt;left:56.3pt"><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"><i>Winter Quarters space. Five CUs are exempt from loss. The fate </i></p> +<p style="top:146.8pt;left:56.3pt"><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:194.0pt;left:134.7pt">French CUs that are in a space with at least one </p> +<p style="top:209.0pt;left:134.7pt">American CU suffer Winter Attrition as if they </p> +<p style="top:224.0pt;left:134.7pt">were American CUs. French CUs that are in a </p> +<p style="top:239.0pt;left:134.7pt">space with only French CUs suffer Winter Attri-</p> +<p style="top:254.0pt;left:134.7pt">tion as if they were British CUs. When both </p> +<p style="top:269.0pt;left:56.3pt">French and American CUs are in the same space, the American </p> +<p style="top:284.0pt;left:56.3pt">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:572.9pt;left:129.3pt">There is a ten space French Alliance Track on the </p> +<p style="top:587.9pt;left:129.5pt">map numbered from 0 to 9. The final space on the </p> +<p style="top:602.9pt;left:129.5pt">track is the “French Alliance Space.” At the begin-</p> +<p style="top:617.9pt;left:129.5pt">ning of the game, the French Alliance Marker is </p> +<p style="top:632.9pt;left:129.5pt">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:680.1pt;left:56.3pt">The French Alliance Marker may advance (towards the “French </p> +<p style="top:695.1pt;left:56.3pt">Alliance” space) or decrease (away from the “French Alliance” </p> +<p style="top:710.1pt;left:56.3pt">space) as follows:</p> +<p style="top:730.7pt;left:85.0pt">• Each time the British lose a battle the marker is ad-</p> +<p style="top:745.7pt;left:98.8pt">vanced +1 space. Overruns count as a battle for this </p> +<p style="top:760.7pt;left:98.8pt">purpose.</p> +<p style="top:781.4pt;left:85.0pt">• If the British lose the “Regulars” advantage (for any </p> +<p style="top:796.4pt;left:98.8pt">reason), the marker is advanced +2 spaces. This can </p> +<p style="top:811.4pt;left:98.8pt">only occur once per game.</p> +<p style="top:832.0pt;left:85.0pt">• When the “Hortelez et Cie Clandestine French Aid” </p> +<p style="top:847.0pt;left:98.8pt">Event Strategy Card is played as an event, the marker </p> +<p style="top:862.0pt;left:98.8pt">is advanced +2 spaces.</p> +<p style="top:882.6pt;left:85.0pt">• When the “Benjamin Franklin: Minister to France” </p> +<p style="top:897.6pt;left:98.8pt">Event Strategy Card is played, the marker is advanced </p> +<p style="top:912.6pt;left:98.8pt">+4 spaces.</p> +<p style="top:66.2pt;left:422.5pt">• If George Washington is captured (and consequently re-</p> +<p style="top:81.2pt;left:436.3pt">moved from the game), the marker is decreased -3 spac-</p> +<p style="top:96.2pt;left:436.3pt">es (away from the “French Alliance” space). Note that </p> +<p style="top:111.2pt;left:436.3pt">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> +<p style="top:158.3pt;left:405.0pt"><b>A. </b>When the French Alliance marker enters the “French Al-</p> +<p style="top:173.3pt;left:405.0pt">liance” space on the French Alliance Track (space 9 on the </p> +<p style="top:188.3pt;left:405.0pt">track), the French sign an alliance with the Americans, enter </p> +<p style="top:203.3pt;left:405.0pt">the war, and a multinational European War soon breaks out. </p> +<p style="top:218.3pt;left:405.0pt">The French Alliance Track and marker are no longer needed </p> +<p style="top:233.3pt;left:405.0pt">for the rest of the game. </p> +<p style="top:254.0pt;left:405.0pt"><b>B. </b>The French Alliance event is implemented after the current </p> +<p style="top:269.0pt;left:405.0pt">Strategy Card has been fully resolved. Additional activations </p> +<p style="top:284.0pt;left:405.0pt">of a Major/Minor Campaign Strategy Event, if necessary, are </p> +<p style="top:299.0pt;left:405.0pt">completed before the French Alliance event is implemented. </p> +<p style="top:314.0pt;left:405.0pt">Implement the French Alliance by taking the following actions: </p> +<p style="top:334.6pt;left:416.3pt"><b>(i.) </b>The American player places the French Navy in any </p> +<p style="top:349.6pt;left:416.3pt">Blockade Zone on the map. During subsequent French Navy </p> +<p style="top:364.6pt;left:416.3pt">Phases (5.5), including the current Game-Turn, the American </p> +<p style="top:379.6pt;left:416.3pt">player may reposition the French Navy. </p> +<p style="top:400.2pt;left:416.3pt"><b>(ii.) </b>The American player places the French General Ro-</p> +<p style="top:415.2pt;left:416.3pt">chambeau and the 5 French CUs in any single port space </p> +<p style="top:430.2pt;left:416.3pt">that does not contain a British CU or a British PC marker. </p> +<p style="top:445.2pt;left:416.3pt">If no port spaces meeting these restrictions are available, </p> +<p style="top:460.2pt;left:416.3pt">Rochambeau and the French CUs are placed in the American </p> +<p style="top:475.2pt;left:416.3pt">Reinforcements Box. The American player does not have </p> +<p style="top:490.2pt;left:416.3pt">the option of delaying the placement of the French Forces </p> +<p style="top:505.2pt;left:416.3pt">if a suitable port exists. Thereafter, the American player can </p> +<p style="top:520.2pt;left:416.3pt">bring them into the game by playing an OPS Card of any </p> +<p style="top:535.2pt;left:416.3pt">value into one of the American Reinforcement Boxes and </p> +<p style="top:550.2pt;left:416.3pt">placing all the French forces into a single port that does not </p> +<p style="top:565.2pt;left:416.3pt">contain a British CU or a British PC marker. If any French </p> +<p style="top:580.2pt;left:416.3pt">forces are brought on as Reinforcements, then all must be </p> +<p style="top:595.2pt;left:416.3pt">brought on; the American cannot bring on some at one time, </p> +<p style="top:610.2pt;left:416.3pt">and others at a different time.</p> +<p style="top:630.8pt;left:489.6pt"><b>(iii.) </b>Flip the French Alliance Marker to its </p> +<p style="top:645.8pt;left:489.6pt">European War side Place and place it on the </p> +<p style="top:660.8pt;left:489.6pt">next Game-Turn of the Game-Track as a </p> +<p style="top:675.8pt;left:489.6pt">mnemonic that the European War will be in </p> +<p style="top:690.8pt;left:489.6pt">effect. The European War does not occur </p> +<p style="top:705.8pt;left:416.3pt">until the End Phase (5.7) of the current Game-turn. Many </p> +<p style="top:720.8pt;left:416.3pt">Strategy Event Cards have conditions that require that the </p> +<p style="top:735.8pt;left:416.3pt">European War to be in effect or not in effect. The remainder </p> +<p style="top:750.8pt;left:416.3pt">of the current Strategy Phase is played with the European </p> +<p style="top:765.8pt;left:416.3pt">War not in effect. During the End Phase of the current Game-</p> +<p style="top:780.8pt;left:416.3pt">Turn, the British Player removes 2 British CUs from any </p> +<p style="top:795.8pt;left:416.3pt">space or spaces on the map. These CUs may be removed </p> +<p style="top:810.8pt;left:416.3pt">from any spaces on the map, including Blockaded Ports, at </p> +<p style="top:825.8pt;left:416.3pt">the British player’s option. They may be removed from two </p> +<p style="top:840.8pt;left:416.3pt">different spaces. They may not be removed from the British </p> +<p style="top:855.8pt;left:416.3pt">Reinforcement Box. </p> +<p style="top:876.5pt;left:416.3pt"><b>(iv.) </b>Reshuffle the deck at the end of the turn.</p> +<p style="top:897.1pt;left:416.3pt"><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"><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:33.0pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:696.5pt">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:66.2pt;left:78.8pt"><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"><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"><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"><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"><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"><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"><i><span style="color:#374ea1">North America to protect these locations. Events occurring </span></i></p> +<p style="top:171.2pt;left:78.8pt"><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"><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"><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"><b>C. </b>Rochambeau and French CUs are treated </p> +<p style="top:236.8pt;left:129.4pt">identically as American Generals and CUs in </p> +<p style="top:251.8pt;left:129.4pt">every respect except Winter Attrition (11.0). When </p> +<p style="top:266.8pt;left:129.4pt">activated Rochambeau can move both American </p> +<p style="top:281.8pt;left:67.5pt">and/or French CUs. Rochambeau may be used to attempt in-</p> +<p style="top:296.8pt;left:67.5pt">terception or retreat before battle. American Generals, when </p> +<p style="top:311.8pt;left:67.5pt">activated may move French CUs as if they were American. </p> +<p style="top:326.8pt;left:67.5pt">During PC actions, either in the Strategy Phase or the Political </p> +<p style="top:341.8pt;left:67.5pt">Phase, French CUs and Rochambeau are treated as American </p> +<p style="top:356.8pt;left:67.5pt">CUs and Generals. During Winter Attrition French CUs may </p> +<p style="top:371.8pt;left:67.5pt">be treated as either American or as British depending on the </p> +<p style="top:386.8pt;left:67.5pt">composition of CUs in each space; see 11.3. The 5 French CUs </p> +<p style="top:401.8pt;left:67.5pt">can only enter the game via the French Alliance and cannot </p> +<p style="top:416.8pt;left:67.5pt">be replaced if eliminated during play. All references in the </p> +<p style="top:431.8pt;left:67.5pt">rules or on the cards to an American General or American units </p> +<p style="top:446.8pt;left:67.5pt">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:494.0pt;left:123.9pt">The French Navy has several game effects that </p> +<p style="top:509.0pt;left:124.1pt">affect the British. When brought on initially and </p> +<p style="top:524.0pt;left:124.1pt">during every subsequent French Navy Phase, the </p> +<p style="top:539.0pt;left:124.1pt">French Navy may be placed in any one of seven </p> +<p style="top:554.0pt;left:124.1pt">Blockade Zones. Once in play the French Navy </p> +<p style="top:569.0pt;left:124.1pt">marker can only be moved during the French Naval </p> +<p style="top:584.0pt;left:124.1pt">Phase. Every port space on the map is in one of the </p> +<p style="top:599.0pt;left:124.1pt">Blockade Zones:</p> +<p style="top:623.2pt;left:63.1pt"><b>Blockade Zone </b></p> +<p style="top:623.2pt;left:171.9pt"><b>Ports</b></p> +<p style="top:638.8pt;left:63.1pt">St. Lawrence </p> +<p style="top:638.8pt;left:171.9pt">Montreal, Quebec</p> +<p style="top:654.3pt;left:63.1pt">New England </p> +<p style="top:654.3pt;left:171.9pt">Falmouth (MA), Boston (MA), Barn-</p> +<p style="top:668.1pt;left:171.9pt">stable (MA), Newport (RI)</p> +<p style="top:683.6pt;left:63.1pt">Long Island Sound </p> +<p style="top:683.6pt;left:171.9pt">New York (NY), Long Island (NY), </p> +<p style="top:697.4pt;left:171.9pt">New Haven (CT)</p> +<p style="top:712.9pt;left:63.1pt">Delaware </p> +<p style="top:712.9pt;left:171.9pt">Philadelphia (PA), Wilmington (DE)</p> +<p style="top:728.5pt;left:63.1pt">Chesapeake </p> +<p style="top:728.5pt;left:171.9pt">Baltimore (MD), Alexandria (VA), </p> +<p style="top:742.2pt;left:171.9pt">Yorktown (VA), Norfolk (VA)</p> +<p style="top:757.8pt;left:63.1pt">Carolinas </p> +<p style="top:757.8pt;left:171.9pt">Wilmington (NC), New Bern (NC), </p> +<p style="top:771.5pt;left:171.9pt">Charleston (SC)</p> +<p style="top:787.1pt;left:63.1pt">South Atlantic </p> +<p style="top:787.1pt;left:171.9pt">Savannah (GA), St. Mary’s (GA)</p> +<p style="top:820.2pt;left:56.3pt">When the French Navy is in a Blockade Zone, all the ports in </p> +<p style="top:835.2pt;left:56.3pt">that zone are affected in <i>five</i> ways:</p> +<p style="top:855.8pt;left:85.0pt">• No port in the Blockaded Zone may receive British Re-</p> +<p style="top:870.8pt;left:98.8pt">inforcements (8.1).</p> +<p style="top:891.5pt;left:85.0pt">• No British Naval Movement (7.5) into or out of a port </p> +<p style="top:906.5pt;left:98.8pt">in a Blockaded Zone is allowed.</p> +<p style="top:66.2pt;left:422.5pt">• No Landing Party (7.2.B) activations may flip Ameri-</p> +<p style="top:81.2pt;left:436.3pt">can PC counters in a Blockaded Zone.</p> +<p style="top:101.8pt;left:422.5pt">• The British may not retreat by sea (9.62) from a port in </p> +<p style="top:116.8pt;left:436.3pt">a Blockaded Zone. </p> +<p style="top:137.4pt;left:422.5pt">• The British do not receive a +1 DRM for Royal Na-</p> +<p style="top:152.4pt;left:436.3pt">val Support (9.42) for combat that takes place in a port </p> +<p style="top:167.4pt;left:436.3pt">space in a Blockaded Zone.</p> +<p style="top:188.0pt;left:393.8pt"><b><i>Important Note</i></b><i>: For purposes of placing, flipping, removing </i></p> +<p style="top:203.0pt;left:393.8pt"><i>and determining PC isolation (10.0) the Blockade status of a </i></p> +<p style="top:218.0pt;left:393.8pt"><i>port is irrelevant.</i></p> +<p style="top:238.7pt;left:393.8pt">If the “d’Estaing Sails to the Caribbean” Event Strategy Card is </p> +<p style="top:253.7pt;left:393.8pt">played, the French Fleet is removed from its Blockade Zone and </p> +<p style="top:268.7pt;left:393.8pt">placed on the current space on the Turn Track. It is placed into any </p> +<p style="top:283.7pt;left:393.8pt">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:550.5pt;left:393.8pt">An Automatic Victory may occur during the Strategy Phase or the </p> +<p style="top:565.5pt;left:393.8pt">Winter Attrition Phase of any turn. A British Automatic Victory </p> +<p style="top:580.5pt;left:393.8pt">occurs the instant no American or French Combat Units remain </p> +<p style="top:595.5pt;left:393.8pt">on the map including Canada. An American Automatic Victory </p> +<p style="top:610.5pt;left:393.8pt">occurs the instant no British Combat Units remain in any of the </p> +<p style="top:625.5pt;left:393.8pt">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> +<p style="top:672.7pt;left:393.8pt">If the game ends due to the “North’s Government Falls—War </p> +<p style="top:687.7pt;left:393.8pt">Ends” Special Event Strategy Card, determine the winner by </p> +<p style="top:702.7pt;left:393.8pt">counting the colonies controlled by each side. Canada is counted </p> +<p style="top:717.7pt;left:393.8pt">as a colony for victory determination. The British win if they </p> +<p style="top:732.7pt;left:393.8pt">control six or more colonies at the end of the game. The Ameri-</p> +<p style="top:747.7pt;left:393.8pt">cans win if they control seven or more colonies at the end of the </p> +<p style="top:762.7pt;left:393.8pt">game. If the British and the Americans both achieve victory or </p> +<p style="top:777.7pt;left:393.8pt">neither player achieves victory, then the British win by default. </p> +<p style="top:798.3pt;left:393.8pt">The side with the most Political Control markers in the colony </p> +<p style="top:813.3pt;left:393.8pt">controls the colony. If tied, neither player controls the colony. To </p> +<p style="top:828.3pt;left:393.8pt">control Canada, both Montreal and Quebec must be controlled; </p> +<p style="top:843.3pt;left:393.8pt">see 10.0. </p> +<p style="top:863.9pt;left:517.6pt">For ease of play, square Colony Control </p> +<p style="top:878.9pt;left:517.7pt">markers have been provided for use on </p> +<p style="top:893.9pt;left:517.7pt">the Colony Control Schematic on the </p> +<p style="top:908.9pt;left:517.7pt">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:33.1pt;left:301.6pt"><i>Washington’s War Rules Manual</i></p> +<p style="top:30.0pt;left:56.5pt">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:898.0pt;left:329.6pt">P.O. Box 1308 <b>• </b>Hanford, CA <b>• </b>93292-1308</p> +<p style="top:913.0pt;left:329.6pt">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> |