From 66040e5bf9a84c83685a18a7fda361c89340f8b6 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sat, 1 Jan 2022 01:27:29 +0100 Subject: Washington's War: DO NOT PUBLISH. --- info/playbook.html | 1102 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1102 insertions(+) create mode 100644 info/playbook.html (limited to 'info/playbook.html') diff --git a/info/playbook.html b/info/playbook.html new file mode 100644 index 0000000..2e5e291 --- /dev/null +++ b/info/playbook.html @@ -0,0 +1,1102 @@ + + + +Washington's War - Playbook + + + + +
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© 2009 GMT Games, LLC

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PLAYBOOK

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T A B L E O F C O N T E N T S

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1

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Example of Play........................................................ 2

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2

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Player’s Notes......................................................... 12

+

3

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Design Notes........................................................... 14

+

GMT Games, LLC

+

P.O. Box 1308 Hanford, CA 93292-1308

+

www.GMTGames.com

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Washington’s War Playbook

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© 2009 GMT Games, LLC

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I. Setup

+

Both sides set up their pieces as instructed in 4.0.

+

Next, the Americans place thirteen “Committees of Cor-

+

respondence” PC markers, one in each colony which does not

+

contain a British playing piece (Canada is not a colony for this

+

purpose): Savannah, GA; Camden, SC; Charlotte, NC; Alexan-

+

dria, VA; Baltimore, MD; Wilmington, DE; Bassett Town, PA;

+

New Brunswick, NJ; New York, NY; New Haven, CT; Newport,

+

RI; Falmouth, MA; and Norwich, NH.

+

Once the Americans finish placing their Committees of Cor-

+

respondence PC markers, the British player places two “For

+

the King” PC markers in any space which does not contain an

+

American Playing Piece and which is adjacent to a British PC

+

marker which was present on the map prior to this step of the

+

setup: Fort Niagara and Ticonderoga, NY are chosen. Note that

+

“For the King” PC markers may be placed in any colony except

+

MA, CT, NH, PA, or VA (see 4.0).

+

Lastly, the “Declaration of Independence” and “Baron von

+

Steuben Trains the Continental Army” event cards are removed

+

from the deck. The deck is shuffled and play is now ready to

+

begin.

+

II. 1775 Turn

+

Reinforcement Phase

+

The British player places three CUs into his reinforcement

+

box on the map.

+

Strategy Cards Phase

+

Both players are dealt a hand of seven cards.

+

The Americans draw a 3 OPS, a 2 OPS, two 1 OPS, “Joseph

+

Brant Leads an Iroquois Raid,” “Nathan Hale, American Mar-

+

tyr,” and “North’s Government Falls—The War Ends in 1780.”

+

The British Player draws a 2 OPS, a 3 OPS, a 1 OPS, a Minor

+

Campaign, “Mad Anthony Wayne,” “Thomas Paine Publishes

+

Pamphlets ‘Common Sense’ and the ‘American Crisis,’” and

+

“Josiah Martin Rallies North Carolina Loyalists.”

+

Strategy Phase

+

The British player has a Minor Campaign card but does not

+

wish to use it to go first on the opening turn so using his best poker

+

face, declines to go first. The Americans, wanting to solidify their

+

position early in the game, opt to go first.

+

American Card 1:

+

The Americans open with a 3 OPS card and use it to place

+

PC markers. Three PC markers are placed: one in Pittsburgh,

+

PA; one in Genesee, NY; and one in Saratoga, NY. This clever

+

placement effectively blocks the British from placing PC mark-

+

ers in these spaces and keeps them from expanding into New

+

York and Pennsylvania.

+

WASHINGTON’S WAR

+

EXAMPLE OF PLAY

+

Game design based on We The People: The American Revolution

+

from Avalon Hill. Used with permission.

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Washington’s War Playbook

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© 2009 GMT Games, LLC

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British Card 1:

+

Not to be undone, the British also play a 3 OPS card and use

+

it to place PC markers. Three PC markers are placed: The first

+

is placed in Oswego, NY. Note that the British cannot then

+

place a PC marker in Fort Stanwix even though it is adjacent

+

to Oswego since the PC marker in Oswego did not preexist this

+

card play. The second is placed in Richmond, VA. The third is

+

placed in Long Island, NY. This is permissible since all ports

+

are considered to be adjacent to one another for all purposes

+

for the British player—a reflection of the naval dominance

+

enjoyed by the Army of His Majesty.

+

American Card 2:

+

Out of 3 OPS card, the American now plays “Nathan Hale,

+

American Martyr” as an event. The event allows him to place

+

two PCs: one in Charlottesville and one in Lynch’s Ferry,

+

VA. Since this card may only be played as an event once per

+

game, it is now removed from the game and is not discarded

+

as other Strategy Cards.

+

British Card 2:

+

The British see their options begin to narrow. Hoping to create

+

some new opportunities in the south, the British use their 1

+

OPS card to bring Reinforcements into the game. All 3 CUs

+

from the Reinforcement Box are brought into Norfolk, VA. The

+

British player also chooses to bring General Cornwallis into the

+

same space. To remind the British player that he cannot play

+

any more cards this turn for reinforcements, the 1 OPS card

+

is placed into the British Reinforcement Card box on the map.

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Washington’s War Playbook

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© 2009 GMT Games, LLC

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American Card 3:

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Seeing in the British move, a possible threat to Philadelphia,

+

the Americans counter with a reinforcement play of their own,

+

playing their 2 OPS card into the first American Reinforcement

+

Card box on the map. This play allows them to bring two CUs

+

and a General into any empty (neutral) space or a space with

+

an American PC marker. The American player chooses to

+

place both CUs and General Gates into Alexandria, VA. Note

+

that the Americans may play one more OPS card to bring on

+

reinforcements this turn.

+

British Card 3:

+

Not willing to have his purpose thwarted, the British player

+

plays a 2 OPS card and uses this to activate Cornwallis. Note

+

that he would not be able to activate General Howe or Car-

+

leton with such a card; rather, a 3 OPS card would be needed.

+

Cornwallis may now move with up to 5 CUs four spaces. He

+

takes all 3 CUs stacked in Norfolk, and marches to Alexandria

+

to engage General Gates before more troops can be raised in

+

Gates’ Army. Gates cannot intercept when Cornwallis enters

+

Richmond since Richmond contains a British PC marker.

+

Since the objective of Gates’ Army is to delay and block a

+

move on Philly, Gates will attempt to retreat before battle.

+

Only American Armies may intercept or retreat before battle.

+

To successfully retreat before battle, Gates will need to roll less

+

than or equal to his Agility rating. Unfortunately, his Agility

+

rating is only ‘1.’ The die is cast and a ‘4’ is rolled. Gates will

+

have to stand and fight.

+

Battle of Alexandria:

+

The British are the attackers and must declare any Battle Cards

+

(for a +2 drm) or discards of an event card (for a +1 drm). Wanting

+

to rid himself of having to discard the “Thomas Paine” event (with

+

the resultant threat of the American player picking that card up and

+

using it against him), the British player discards it in battle. When

+

discarded in this manner, the American player cannot pick it up.

+

The American player declines to play any Battle Events (he

+

has none) and declines to discard an event.

+

Next both players roll a die to determine their General’s Actual

+

Battle Rating. Essentially a dr of 1-3 gives the General only half

+

of his Battle Rating (rounded down); whereas a dr of 4-6 gives

+

the General his whole, printed Battle Rating. The British player

+

rolls a ‘2’ and the American rolls a ‘6.’ Cornwallis’ Battle Rat-

+

ing is halved from 4 to 2; Gates’ however, receives his whole,

+

printed Battle Rating of 2.

+

Next, the Die Roll Modifiers (drms) are totaled for each side.

+

The British get +3 (3 CUs), +2 (Cornwallis’ Battle Rating), +1

+

(Royal Navy—Alexandria is a port), +1 Regulars, +1 for Event

+

discard for a total of +8. The Americans get +2 (CUs), +2 (Gates’

+

Battle Rating), +1 (Virginia Militia—the Americans control more

+

spaces in Virginia than the British) for a total of +5.

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Washington’s War Playbook

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Now each player rolls a die. The Americans roll a ‘5’ which is

+

modified to a die roll of 10. The British roll a ‘2’ which is modi-

+

fied to a 10. The British modified roll is just enough to win the

+

battle, as ties go to the attacker.

+

Next, both sides determine combat losses. The loser (the

+

Americans) rolls a ‘3’ which results in a loss of a single CU (see

+

9.5). The winner (the British) rolls a die and check the table in

+

9.5. Since the losing General, Gates, has an Agility rating of ‘1,’

+

the British will only lose one CU on a die roll of 1-2. This time

+

the British roll a 5 and so avoid suffering any losses.

+

Now the losing General retreats. Since Gates was not attack-

+

ing, he can retreat to any adjacent space which does not contain

+

an enemy CU, PC, or the space from which the attacker moved

+

into battle. Gates retreats with 1 CU to Baltimore.

+

American Card 4:

+

The road to Philadelphia is open to the north and with several

+

cards left to play, the Americans are unwilling to risk having

+

the Congress dispersed by a British Army entering the space. To

+

cover the capital, the Americans play a 1 OPS card and activate

+

General Greene and 2 CUs. Using the American Mobility Ad-

+

vantage, Greene is able to march five spaces (though in so doing

+

is not permitted to either execute an overrun or enter into battle).

+

Greene marches from Newport to Hartford, to New Haven, to

+

New York, to New Brunswick, and finally to Philadelphia.

+

British Card 4:

+

Having discarded a card in battle, the British now realize that

+

they will not get the last card play of the turn. To avoid the

+

American’s picking up “Mad Anthony Wayne” in a discard and

+

using it against him, the British player plans to play that card

+

last. The British opt to discard “Josiah Martin Rallies North

+

Carolina Loyalists.” The event is playable but not especially

+

useful since the Americans only have one PC marker in NC

+

at the present. By discarding, he may remove an American

+

PC marker from a space adjacent to a British PC marker and

+

not occupied by American CUs, or the Continental Congress.

+

The British choose to remove the PC marker from Pittsburgh.

+

American Card 5:

+

The Americans really do not want the British to place a PC

+

marker in Pittsburgh. Reluctantly, they discard the “Joseph

+

Brant” event to place an American PC marker back into Pitts-

+

burgh—note that even for the Americans, the space receiving

+

a PC marker placement via an event discard must be adjacent

+

to an American PC marker. This, however, gives the British

+

an opportunity to pick up Joseph Brant by discarding an OPS

+

card of any value. Sadly for the British, they do not have such

+

an OPS card. Again, using his best poker face, the British

+

decline to pick up the event card. The American breathes a

+

sigh of relief.

+

British Card 5:

+

The British now play their Minor Campaign. Cornwallis is the

+

first General to Activate. Taking 3 CUs with him, Cornwallis

+

marches to Frederick Town, MD before marching into Balti-

+

more—his goal. He could march directly into Baltimore but

+

that would entail some risk: If he were to lose the battle with

+

Gates in Baltimore, he would be compelled to retreat back

+

to the space he entered Baltimore from—Alexandria. Since

+

Alexandria still contains an American PC marker, his Army

+

would be compelled to surrender! This, in turn would result

+

in the loss of the Regulars drm since 3 CUs would be lost in

+

one battle and the French Alliance marker would move 1 space

+

for American victory, and two more spaces for the loss of the

+

Regulars! Entering battle from Frederick Town is a much

+

safer move. Once again, Gates attempts Fabian tactics and

+

tries to retreat before battle. This time he luckily rolls a ‘1!’

+

He retreats to Wilmington, DE. Cornwallis must stop move-

+

ment since he entered a space containing enemy CUs and did

+

not overrun them.

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Washington’s War Playbook

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© 2009 GMT Games, LLC

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For the second activation of the Minor Campaign, the Brit-

+

ish activate General Carleton who marches with 2 CUs from

+

Quebec to Albany and stops.

+

American Card 6:

+

The Americans decide now is the best time to play their

+

“North’s Government Falls—The War Ends in 1780” card

+

which is a must-play event. The card is placed in the War Ends

+

box on the map and signifies that barring the play of another

+

“War Ends” card in the future, the game will end at the end

+

of the year 1780.

+

British Card 6:

+

For their last card (normally they would play seven cards,

+

but one card was discarded in battle and no substitute was

+

drawn) the British discard “Mad Anthony Wayne and use the

+

discard to remove the PC marker from Charlottesville, VA.

+

The Americans may opt to pick this card up by discarding a 2

+

OPS or 3 OPS card, but even if they’d had such a card in their

+

hand, this card would have no use since the Americans only

+

hold one final card. The Americans decline the opportunity.

+

American Card 7:

+

For their last card (1 OP) the Americans activate General

+

Washington and his Army of 5 CUs. Needing to go into Winter

+

Quarters (square or star-shaped spaces), the Americans decide

+

to kill two birds with one stone by marching Washington’s

+

Army to Albany. Since the British never intercept nor retreat

+

before battle, a battle will be fought:

+

Battle of Albany:

+

Neither side has any cards in their hand so no strategy cards

+

will be played or discarded for drms.

+

The Americans roll a ‘5’ and Washington receives his full

+

Battle Rating. British roll a ‘4’ and normally would receive

+

Carleton’s full Battle Rating, but the Battle Rating may never be

+

greater than the number of CUs in the Army—in this case 2—so

+

Carleton gets a Battle Rating of 2 for this battle. Had he rolled

+

a 1-3, his Battle Rating would have been ‘1’ (3 divided in half

+

and rounded down).

+

The Americans will receive a die roll modifier of +12: +5

+

(CUs), +5 (Washington’s Battle Rating), +2 (Winter Offensive—

+

battle with Washington on last card play of the turn). The British

+

will receive a die roll modifier of +6: +2 (CUs), +2 (Carleton’s

+

modified Battle Rating), +1 (Regulars), +1 (NY Militia—British

+

have more PC markers in NY than the Americans). The Ameri-

+

cans roll a ‘2’ which is modified to 14. The British roll a ‘6’ which

+

is modified to 11 but even this is not enough. The Americans win.

+

Carleton rolls a ‘2’ for losses and only loses a single CU.

+

Washington rolls a ‘2’ for his loss check and after comparing

+

Carleton’s Agility rating to the table in 9.5, finds he loses a CU

+

as well—a Pyrrhic victory.

+

Carleton retreats with 1 CU to Fort Stanwix.

+

Since the Americans won a victory, the French Alliance Marker

+

is moved one space forward on the French Alliance track so some

+

good was accomplished by the Battle of Albany.

+

Now we move along to the Winter Attrition Phase.

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Washington’s War Playbook

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© 2009 GMT Games, LLC

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Winter Attrition Phase:

+

Though the order does not matter, and indeed both players can

+

resolve winter attrition simultaneously, I prefer to check for and

+

resolve winter attrition starting with the British.

+

Generals Carleton, Cornwallis, and Howe are all located in

+

square spaces north of the Winter Attrition line which signifies

+

that they are in Winter Quarters (11.0). As such, they do not

+

suffer any losses.

+

The single British CU in De-

+

troit would not be vulnerable to

+

winter attrition if a British Gen-

+

eral was stacked with him. But

+

since he is un-led, he is vulnera-

+

ble to desertion (11.1). A single

+

die roll determines his fate. On a

+

1-3 he remains; on a 4-6 he is re-

+

moved. The die roll is a ‘1’

+

which removes him.

+

The Americans are handled differently than the British. All

+

American Armies and CUs are vulnerable to winter attrition

+

anywhere on the map with the exception of 5 CUs led by Wash-

+

ington—the Continental Army—and an army of 5 French CUs

+

(but only if they are not mixed with any American CUs) led by

+

any American General (Rochambeau is considered an American

+

General for all purposes). As with the British, single, un-led CUs

+

are vulnerable to desertion and must dice for their fate.

+

Generals Greene and Gates as well as the un-led two CUs in

+

Charleston are vulnerable to Winter Attrition. Washington’s Army

+

is winter quartered in Albany. CUs subject to winter attrition lose

+

half of their strength with fractions rounded down. Greene has

+

2 CUs so his army is reduced to 1 CU. The Charleston CUs are

+

likewise reduced to 1 CU. Gates has only 1 CU in his army and

+

as such, winter attrition has no effect on his Army.

+

The French Navy Phase is skipped since the French Alliance

+

has not come into effect and the French Navy is not yet in play

+

(see 12.0).

+

So we move along to the Political Control Phase.

+

Political Control Phase (see 10.2)

+

The Continental Congress was not dispersed. Had it been, it

+

would be placed in any space in the Thirteen Colonies (Canada

+

is not one of the Thirteen Colonies) that contains an American

+

PC marker but not a British playing piece. Dispersal and replace-

+

ment is the ONLY way the Continental Congress can be moved.

+

Next, each player places a PC marker in an uncontrolled space

+

that contains one of his Armies or flips a PC marker to friendly

+

control in any space containing one of his Armies.

+

Though this can be done simultaneously, I again prefer to do

+

the British first: Carleton’s Army in Fort Stanwix, NY places a

+

PC marker in that space. Cornwallis’ Army in Baltimore flips the

+

American PC marker in that space to British control.

+

Only Washington’s Army in Albany is in a position to place a

+

PC marker and so an American PC marker is placed in Albany

+

to signify American control of that space.

+

Next, both players check to see if any of their PC markers

+

are isolated. Please read section 10.3 of the rules for a thorough

+

explanation of this procedure. At this point, as is common on

+

the first turn, there are no isolated PC markers for either side.

+

We now come to the End Phase.

+

End Phase

+

Had the French Alliance been triggered, the French Alliance

+

marker would be flipped and placed on the turn track to serve

+

as a reminder that it is during the end phase of that turn that

+

European War breaks out. The effect of European War is that 2

+

British CUs are removed from the map and a number of Event

+

Cards become playable as events.

+

Presently the French Alliance has not yet come into play. This

+

being the case we check to see if the game ends. The current

+

“North’s Government Falls—War Ends” card in the War Ends

+

box is the 1780 card. If the current game year was 1780 or later

+

the game would end and a winner be determined. Again, this is

+

not the case so the game continues.

+

All the cards in the Reinforcement Card boxes on the map are

+

discarded and the game continues to the next turn, 1776.

+

III. 1776

+

Reinforcement Phase

+

The game turn is now 1776. As indicated on the turn track on

+

the map, eight British CUs are placed into the British Reinforce-

+

ment box on the map.

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Washington’s War Playbook

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Strategy Cards Phase

+

In the 1776 turn, both the “Declaration of Independence” and

+

“Baron von Steuben Trains the Continental Army” event cards

+

are shuffled into the draw pile (note that the cards in the discard

+

pile are not shuffled into the draw pile at this time). Both players

+

are then dealt a hand of seven cards.

+

The Americans draw two 3 OPS, two 2 OPS, a 1 OPS, “Henry

+

Knox Continental Artillery Commander” and “Lord Sandwich

+

Coastal Raids.”

+

The British draw two 2 OPS, two 3 OPS, a Minor Campaign,

+

“Lord North Offers a Royal Amnesty,” and “North’s Govern-

+

ment Falls—The War Ends in 1782.”

+

Strategy Phase:

+

The British player has once again draws a Minor Campaign

+

card and wanting to use it to put pressure on Philadelphia and

+

maintain the initiative, uses it to go first.

+

British Card 1:

+

The Minor Campaign event allows the British player to activate

+

two Generals. Alternately, one action can be used to perform a

+

“Landing Party” action (see 7.2.B). The British player chooses

+

to use the Landing Party capability to flip the PC marker in

+

New York, NY. The second action is used to activate General

+

Howe and his Army. All 5 CUs under Howe’s command con-

+

duct a naval move from Boston to New York. They could get

+

there by marching overland. I chose to use naval movement

+

to illustrate the deadly capability of Campaign events in the

+

hands of the British.

+

American Card 1:

+

Howe’s Army in New York poses a deadly threat to Philadel-

+

phia. That being the case, the American move is a no-brainer:

+

a 2 OPS card is played to activate Washington. Washington

+

and his army of 4 CUs march from Albany to Philadelphia.

+

Since only one General may end a move in a space, General

+

Greene is displaced to the American Leader Reinforcement

+

box on the map. Washington’s Army absorbs Greene’s 1 CU

+

thus bringing his Army back up to full-strength.

+

British Card 2:

+

Wanting to press the issue, the British play a 3 OPS card to

+

activate Howe’s Army in New York. Howe and all 5 CUs

+

march from New York to Morristown, NJ then to Reading, PA

+

before entering Philadelphia for battle. Washington could try

+

and retreat before battle but if successful that would result in

+

the Congress being dispersed. If the Congress is dispersed, the

+

American player cannot play OPS cards to place PC markers

+

or discard event cards to place PC markers for the duration

+

of the turn.

+

Battle of Philadelphia:

+

The British don’t have any Battle Events and decline to discard

+

an event card. The Americans, however, opt to play “Henry Knox

+

Continental Artillery Commander” which will provide a +2 drm

+

and grant the American a card draw after the British player’s turn.

+

Both players dice for their battle ratings. Howe rolls a “6” and

+

Washington rolls a “4.” Washington gets his full, printed Battle

+

Rating of +5; Howe also gets a Battle Rating drm of +5 but not

+

his full, printed Battle Rating since the Battle Rating drm cannot

+

exceed the General’s CUs (Howe can only get a +6 in a defensive

+

battle when stacked with 6+ CUs).

+

Both players’ drms are totaled. The British get +11: +5 (CUs),

+

+5 (Battle Rating), +1 (Regulars). Note that the British do not

+

get the British Navy drm since the Battle is in a fortified port

+

which is not controlled by the British. The Americans get +13:

+

+5 (CUs), +5 (Battle Rating), +1 (PA Militia), +2 (Battle Card).

+

The British roll a ‘5’ which is modified to ’16.’ The Americans

+

roll a ‘4’ which is modified to ’17.’ The British lose the battle;

+

Philadelphia is saved!

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Howe rolls for losses and groans as he rolls a ‘6.’ This results

+

in the loss of 3 CUs as well as the loss of the Regulars drm for

+

the remainder of the game. Washington rolls a ‘3’ which when

+

compared to Howe’s Agility Rating, results in the loss of a CU.

+

But the big effect of the battle takes place on the French Al-

+

liance track. The American victory moves the track one space.

+

The loss of the British regulars moves the track two spaces! The

+

French Alliance Marker is on space ‘4.’ The danger of French

+

intervention is now very real. The play of “Benjamin Franklin,

+

Minister to France” would move the French Alliance marker

+

four spaces. Once into space ‘9’ on the track, the French enter

+

the game and give the Americans a much-needed boost.

+

Howe retreats back to Reading, PA.

+

As per the Battle Event played, the American player now

+

draws a card from the draw pile. His draw is none other than the

+

“Declaration of Independence!”

+

American Card 2:

+

Figuring the present to be

+

an opportune time to play it,

+

the Americans play “Declara-

+

tion of Independence.” As per

+

the event text, one PC marker

+

is placed in one empty space

+

in each of the 13 colonies: St.

+

Mary’s, GA; Fort Prince

+

George, SC; Salem, NC;

+

Abingdon, VA; Frederick

+

Town, MD; York, PA; Mon-

+

mouth, NJ; Westchester, NY;

+

Hartford, CT; Springfield,

+

MA; and Battleboro, NH.

+

Since this event can only be

+

played as an event and the

+

event can only be placed once per game, the card is removed

+

from the game and is not placed in the discard pile, and the deck

+

will be shuffled at the end of the turn.

+

British Card 3:

+

The British, feeling boxed in by American PC markers, at-

+

tempt to regain the initiative by playing “Lord North Offers

+

a Royal Amnesty.” As per the event text, four American PC

+

markers are removed: Charlotte, NC; Camden, SC; Alexandria,

+

VA; and Frederick Town, MD. Since this card also stipulates

+

that it may only be played as an event once per turn, it too is

+

removed from the game.

+

American Card 3:

+

The Americans play a 3 OPS card to place three PC markers

+

in Charlotte, NC; Camden, SC; and Frederick Town, MD.

+

British Card 4:

+

The British play a 2 OPS card to place two PC markers in

+

Charlottesville, VA and Morristown, NJ.

+

American Card 4:

+

The American play a 2 OPS card to place two PC markers in

+

Fincastle, VA and Wyoming Valley, PA.

+

British Card 5:

+

Boxed in, the British play “North’s Government Falls—The

+

War Ends in 1782.” The “North’s Government Falls—The War

+

Ends in 1780” card in the War Ends box is discarded; “North’s

+

Government Falls—The War Ends in 1782” is placed in the

+

War Ends box.

+

American Card 5:

+

The Americans play a 2 OPS card into the first American Re-

+

inforcement box on the map. Two CUs are placed in Augusta,

+

GA. Lafayette is taken from the American Leader Reinforce-

+

ments box and placed with the reinforcements in Augusta, GA.

+

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Washington’s War Playbook

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© 2009 GMT Games, LLC

+

British Card 6:

+

The British, not liking Howe’s exposed position, opt to play

+

their last 3 OPS card to place him into Winter Quarters by

+

moving him and all 3 CUs with him to Hartford, CT.

+

American Card 6:

+

The Americans discard “Lord Sandwich Coastal Raids” to

+

place a PC marker in Concord, NH. The British, despite want-

+

ing to bring Reinforcements into the game, opt to discard their

+

last OPS card to bring the “Lord Sandwich Coastal Raids into

+

his hand.

+

British Card 7:

+

The British now play “Lord Sandwich Coastal Raids” as an

+

event to flip the PC marker in Savannah, GA.

+

American Card 7:

+

The Americans use their final 3 OPS card to place three PC

+

markers into Wake (Raleigh), NC; Cheraw, SC; and George-

+

town, SC.

+

Now we move along to the Winter Attrition Phase.

+

Winter Attrition Phase

+

All of the British are in Winter Quarters spaces. Washington’s

+

Army is in winter quarters in Philadelphia (star-shaped spaces

+

are also winter quarters spaces). Gates’ Army only has 1 CU so

+

he does not suffer any ill effect. Lafayette’s small, 2CU Army

+

in Georgia is reduced to 1CU. The lone CU in Charleston, SC

+

must dice for his fate. The roll is a ‘5’ which means he stays on

+

the map and does not desert.

+

Again, the French Navy Phase is skipped since the French

+

Alliance has not come into effect and the French Navy is not

+

yet in play (see 12.0).

+

Again, we move along to the Political Control Phase.

+

Political Control Phase (see 10.2)

+

The Continental Congress was not dispersed so we can again

+

skip the Continental Congress placement step.

+

As in the previous turn, each player places a PC marker in

+

an uncontrolled space that contains one of his Armies or flips

+

a PC marker to friendly control in any space containing one of

+

his Armies.

+

Howe’s Army in Hartford, CT flips the PC marker in that space.

+

Lafayette’s Army places a PC marker in Augusta, GA.

+

Next, both players check to see if any of their PC markers

+

are isolated. Unlike the previous turn, there are a number of PC

+

markers which are isolated. Isolated American PC markers are

+

removed first—thus, it is possible that such removal may cause

+

isolated British PC markers to no longer be isolated.

+

The American PC marker in St. Mary’s GA is isolated since

+

it cannot trace to an empty space, or an American/French CU,

+

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Washington’s War Playbook

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+

© 2009 GMT Games, LLC

+

General, or the Continental Congress; the British PC marker in

+

Savannah, GA blocks the American PC marker in St. Mary’s

+

from tracing to Lafayette in Augusta or the CU in Charleston.

+

But that’s not the real damage. The real damage is up north. The

+

Americans made a huge mistake on their last card play, not real-

+

izing that all the PC markers north of the Morristown – New York

+

line are isolated! Yes, that’s right, excepting Genesee, NY, every

+

American PC marker in New York, Connecticut, Massachusetts,

+

and New Hampshire is isolated! Had the Americans not placed a

+

PC marker into Concord, NH, then all these isolated PC markers

+

would have been able to trace to that empty space in Concord.

+

Alternately, the Americans could have used their last OPS card to

+

bring reinforcements into any one of those American-controlled

+

spaces to avoid isolation en masse.

+

The Americans are not the only ones with isolated PCs. The

+

British PCs in Ninety Six, SC and Gilbert Town, NC are both

+

isolated.

+

All isolated PC markers are removed. The effect of this is to

+

open up the game considerably. Fortunately for the Americans,

+

the rules regarding PC marker placement will enable them

+

to regain some ground in the next turn. The ability to choose

+

whether to go first will also serve them well to try and recover

+

some ground.

+

We now come to the End Phase.

+

End Phase

+

Again, the French Alliance has not yet come into play. This

+

being the case we check to see if the game ends. The current

+

“North’s Government Falls—War Ends” card in the War Ends

+

box is the 1782 card. If the current game year was 1782 or later

+

the game would end and a winner would be determined. Again,

+

this is not the case so the game continues.

+

All the cards in the Reinforcement Card boxes on the map are

+

discarded and the game continues to the next turn, 1777.

+

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+

Washington’s War Playbook

+

12

+

© 2009 GMT Games, LLC

+

War and Politics

+

Like the American Revolution that the game models, Washing-

+

ton’s War, is both a political conflict as well as a military conflict.

+

In my opinion, the biggest challenge that players will face in this

+

game is balancing political initiatives with military action. If too

+

much emphasis is placed on one dimension to the neglect of the

+

other, you will lose the game. Before rushing your redcoats or

+

patriots into a pitched battle, you’d better have a greater purpose

+

than “killing the enemy.” Conversely, if all you do is place PC

+

markers, sooner or later you will either lack spaces to place PC

+

markers, or you will find yourself the victim of mass isolation

+

and removal of PC markers.

+

The successful player is the one who uses his military forces

+

(his armies) in coordination with his political initiatives to gain

+

control of as many colonies as possible while at the same time

+

preventing his opponent from doing the same.

+

Play To Your Strengths

+

Washington’s War is a game of asymmetrical warfare. That

+

is to say the British will need to be played completely differ-

+

ently from how the American side will be played. Each side has

+

certain intrinsic strengths. In any such asymmetrical conflict, it

+

is essential that you play to your strengths and try to force your

+

opponent to “play your game.”

+

The British strengths are pretty obvious at the start of the game:

+

• They control the sea and may use Naval Movement to

+

move from port-to-port. The most extreme example of

+

this incredible mobility is a British Naval move from

+

Montreal or Quebec to St. Mary’s, Georgia or vice-

+

versa.

+

• British-controlled ports cannot be isolated.

+

• For the British, all ports are considered to be adjacent

+

to each other for all purposes. This enables the Brit-

+

ish to place PC markers into a neutral port anywhere

+

on the map so long as they control at least one port

+

of their own. Conversely, they may remove American

+

PC markers from un-garrisoned ports by discarding an

+

Event Card.

+

• British Armies in un-blockaded ports (whether at-

+

tacking or defending) and friendly-controlled fortified

+

ports (like Charleston), gain a +1 drm in battle for the

+

presence of the Royal Navy.

+

• The British may use Landing Parties with the play of

+

a Campaign Card to suddenly descend upon an en-

+

emy controlled but un-garrisoned port with an entire

+

army—ala Long Island, 1776. The effect of this and

+

the above two points is that it is very, very difficult

+

for the Americans to exercise anything resembling firm

+

control over the coast.

+

• The British Army is composed of trained regular

+

troops at the start of the game. This gives the British a

+

+1 DRM in any battle until this advantage is lost due

+

to high casualties in a defeat or the play of the Von

+

Steuben event. Winning battles does much to keep the

+

French from entering the war and changing the com-

+

plexion of the game.

+

• On several game turns, the British get reinforcements

+

in large quantities. This allows a sudden concentration

+

of enemy troops to appear in a friendly or neutral port.

+

• British Armies may enter Winter Quarters to avoid any

+

Winter Attrition. This allows the British to maintain

+

large armies in the field, something the Americans,

+

with the exception of Washington and perhaps Ro-

+

chambeau simply cannot do.

+

• Lastly, the British Generals, though fewer in number

+

than the Americans, are in all but one case (Burgoyne),

+

at the least equal, and usually superior in battle to any

+

American (or French) General.

+

The British Player will want to harness these advantages to

+

master his opponent.

+

The American advantages seem slender to the inexperienced

+

eye, but in fact, they can be quite formidable:

+

• They may exercise rapid marches overland. Provid-

+

ed they don’t conduct an overrun or initiate a battle,

+

American armies may move five spaces instead of the

+

usual four spaces. Furthermore, the John Glover Event

+

allows an American army to move six spaces, and en-

+

gage in Battle. This capability can be used to outma-

+

neuver the British inland or to counter a sudden naval

+

descent upon the coast.

+

• The Americans have more Generals than the Brit-

+

ish (7 to the British 5; 8 to 5 when the French enter

+

the game). This allows the Americans to field more

+

(though smaller) Armies. If well handled, many very

+

small armies, like a horde of ants, can bring down the

+

British elephant.

+

WASHINGTON’S WAR

+

PLAYER’S NOTES

+

by Joel Toppen

+

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+
+
+

Washington’s War Playbook

+

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+

© 2009 GMT Games, LLC

+

• The American Generals have low Strategy Ratings.

+

This allows them to be moved with the play of any

+

OPS card. Only Gates, Lincoln, and Rochambeau have

+

Strategy Ratings of “two.” No American General has a

+

Strategy Rating of “three.”

+

• American Armies may intercept moving British

+

Armies. This is something the British cannot do. Even

+

if the Americans lose the impending battle, the moving

+

British Army must stop and end its move.

+

• American Armies may retreat before battle—but not if

+

they intercept. Washington and Greene are especially

+

adept at this technique. Withdrawing on a die roll of

+

1-4, they have a 66% chance of success every time a

+

British Army engages them. If successful, the British

+

Army cannot pursue and must stop movement. What

+

this, and the above points mean is the Americans are

+

very, very maneuverable. Like a slippery fish, they are

+

hard to fix and destroy. Their constant presence can be

+

a real pest to the British. If you can keep the British

+

chasing ghosts as it were, you will succeed in making

+

the British play your game. Remember, it only takes an

+

Army of one Combat Unit to flip a PC marker at the

+

end of a turn or establish a blocking position to isolate

+

one or more British PC markers.

+

• The Americans have a potential ally in the French. The

+

British must avoid losing battles lest the French Alli-

+

ance come into being. The establishment of a French

+

Alliance will change the complexion of the game in

+

that the French will be able to blockade ports with their

+

navy—thus greatly hindering the British naval advan-

+

tages noted above. The French Alliance will also bring

+

in a capable General (Rochambeau) and five Combat

+

Units of French Troops which, when kept separate

+

from Americans, may go into Winter Quarters and

+

pose a real threat to the British Armies.

+

• The Americans can play two cards each turn to bring

+

in reinforcements. The Americans will never run out of

+

reinforcements (they don’t have a finite ‘pool’ of rein-

+

forcements like the British) while the British reinforce-

+

ment pool has the very real potential to run dry. If the

+

game is going long and the British reinforcement pool

+

is running dry, the Americans can begin to try to wear

+

down the remaining redcoats by repeatedly attacking

+

them and dwindling their numbers.

+

• Lastly, unless the British preempt with the play of a

+

Campaign Event, the American player will be able to

+

decide whether to go first or second in the turn. By

+

going first, the player will have the initiative. But go-

+

ing last has some very powerful benefits in that he will

+

be able make a move to which his opponent cannot

+

respond.

+

The American player will want to play to these strengths to

+

gain success against British combinations.

+

Some General Maxims

+

“For Every Action…”

+

Maintain the strategic initiative. That is to say, when possible,

+

make card plays which force your opponent to respond to your

+

play. If your opponent tries this against you, if you can, raise

+

the stakes and play a card that forces him to choose whether to

+

continue on his present course or respond to your play.

+

“He Who Laughs Last, Laughs Best.”

+

Going last is almost always best. Before deciding to go first,

+

you’d better have a very good reason for it. Going last with a

+

Campaign event has the potential to isolate and remove a number

+

of enemy PCs.

+

“When in Doubt, Isolate.”

+

Isolating enemy PCs is a pow-

+

erful tactic since isolated PCs are

+

removed at the end of a turn. If

+

you can isolate large numbers of

+

enemy PCs, you can turn the tide

+

of a game completely around. So

+

when you are unsure of what you

+

should be doing, strive to isolate

+

enemy PCs.

+

“A Colony is a Colony.”

+

In terms of victory conditions,

+

Delaware and Rhode Island are

+

every bit as valuable as New

+

York and Virginia. In fact, they

+

might be even more valuable

+

since they each consist of one

+

space and that one space equates

+

to one Colony towards your

+

victory conditions. So, as the

+

prophet said, “Don’t despise the

+

day of small things.”

+

“One Man’s Junk is Another Man’s Treasure.”

+

Be careful what you throw away. In discarding an enemy Event

+

Card, be aware that your opponent could bring that card into his

+

hand and use it against you. If you time things carefully, however,

+

you can mitigate against potential calamity.

+

“I’d rather be Fishing.”

+

A Battle Event has one very lovely bonus: it allows the player

+

to draw a replacement card. If you’ve got a weak hand, sometimes

+

it’s worth fighting a battle so that you can use this card to draw

+

another card. Of course it is entirely possible that the card drawn

+

puts you in a worse position. But I’ve also drawn a card in this

+

way that really helped me.

+

Lastly, have fun!

+

Joel Toppen

+

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+

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+
+
+

Washington’s War Playbook

+

14

+

© 2009 GMT Games, LLC

+

Fifteen-Year CDG Journey

+

When I designed We The People (hereafter WTP) back in the

+

mid-nineties I was intent on showing the American Revolution

+

as a political-military struggle. To support this goal I wanted a

+

design that focused on uncertainty and its impact on having and

+

maintaining the strategic initiative. Somehow I hit on the Card

+

Driven Game (hereafter CDG) mechanic whereby the player

+

had to choose between political or military options.

+

The big surprise for me was how quickly the CDG mechanic

+

caught on and spawned a new games genre with over twenty

+

designs in the catalog. Early on I decided to forgo applying for a

+

patent and instead chose to open the concept to the hobby. I have

+

never regretted this decision as it opened the concept to evolution

+

and expansion. Toward that end I would like to acknowledge

+

the talents of Mark Simonitch (Hannibal), Ted Raicer (Paths

+

of Glory), Mark McLaughlin (The Napoleonic Wars), Ananda

+

Gupta (Twilight Struggle), Jason Mathews (1960: The Making

+

of A President), Charlie Vasey (Unhappy King Charles), and Ed

+

Beach (Here I Stand) to name a few who have made significant

+

contributions to the CDG mechanic. So, here I stand, fifteen years

+

later with the original in the series about to be re-published in a

+

significantly transformed design.

+

We the People: The Good, the Bad

+

and the Ugly

+

The difficulty for me with the We The People design was ap-

+

preciating how much more complex the cards made a wargame

+

that was already grappling with the interactions of rules, pieces

+

and board position. Even a simple wargame like WTP was dif-

+

ficult to playtest as each play through seemed to create another

+

unique set of positions and narrative. Even more surprising was

+

how the CDG genre reinvigorated competitive play. The combi-

+

nation of these two features created a tension between achieving

+

play balance in a more complex mathematical design.

+

When confronted with the opportunity to re-publish the WTP

+

design over a decade after the last copies were sold retail I had

+

to choose between a straight re-print or a transformed design.

+

Over the last fifteen years and two additional CDG designs under

+

my belt (For The People and Empire of the Sun) I had learned

+

what I did and did not like about WTP. The good was how the

+

game viewed the war as a political struggle for the hearts and

+

minds of the American populace in a fast playing format. Charlie

+

Vasey and I had an interesting conversation in London many

+

moons back while drinking some excellent wine. Due to the

+

second bottle of wine I do not remember the entire conversation,

+

but I do remember that we discussed and agreed that the WTP

+

singularity of card use, event or operations, was a good model

+

for pre-19th century warfare, which I note he maintained in his

+

recently published Unhappy King Charles CDG.

+

Another CDG distinction that has arisen over the last fifteen

+

years was the issue of unscripted single deck designs versus

+

scripted temporally segregated deck designs. I prefer the more

+

open narrative that is enabled by a less scripted environment

+

and the broader range of plausible historical narratives thereby

+

created. There is no correct answer, but I remain committed to a

+

less scripted CDG environment in my designs and this held true

+

in Washington’s War (hereafter WW).

+

The things that I would rate as bad with WTP were the oc-

+

casional hand where most of the player’s cards were enemy

+

events. This problem has been handled in different ways by

+

other CDGs and we now have another option added to the genre.

+

I combined the Washington’s War discard mechanic with my

+

desire to enhance the guerrilla war dimension of the design, but

+

more on that later.

+

The ugly part of the WTP design was the battle cards. Many

+

people lamented the fact that Washington’s War eliminates this

+

WTP feature. For me it was a good idea with a flawed imple-

+

mentation. What I did not realize fifteen years ago was that the

+

battle outcomes that I wanted to occur most often (e.g., Frontal

+

Assault) had to have the least number of copies in the deck and

+

vice a versa for more rare outcomes (e.g., Double Envelop-

+

ment). Unfortunately the original version of the battle deck is

+

constructed in the opposite, which is a bit counter-intuitive. One

+

thing that I was going to do was eliminate the battle deck. Once

+

that decision was made then I had set my foot on the path of a

+

transformed design vice a straight re-print.

+

The new battle system attempts to hew closely to the concepts

+

of the original battle card system. One of the unintended benefits

+

of the new dice system is it significantly reduced playing time.

+

If you think about it there is on average two battles per turn in

+

WTP. Most games go for 7 turns or so, resulting in 14 battles per

+

game. It takes at least 5 minutes to shuffle the battle cards, deal

+

them out, and then play out the battle. This adds up to almost

+

an hour of battle adjudication playtime. Not that the battle cards

+

were not fun, but in today’s ‘Euro’ focused gaming environment,

+

Washington’s War now takes about 90 minutes to play with

+

experienced players and no more than two hours unless you are

+

really dragging things out. This makes WW a real option when

+

time is short or you are at a convention and looking for a fast

+

playing game. The new dice system is also very Internet friendly.

+

WASHINGTON’S WAR

+

DESIGN NOTES

+

by Mark Herman

+

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+

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+
+
+

Washington’s War Playbook

+

15

+

© 2009 GMT Games, LLC

+

Strategic Asymmetry

+

If there was a theme that I wanted to enhance in WW vice

+

WTP it was to increase the level of historical asymmetry.

+

I wanted the design to better reflect the competing sides’

+

relative strengths and weaknesses. This would inevitably

+

increase the WTP experience whereby the path to victory for

+

the two sides is different. The new asymmetrical emphasis

+

fell into three areas: enhanced Guerrilla warfare, the diffi-

+

culties of maintaining American military power, and British

+

Naval superiority.

+

The original WTP GO mechanic was very successful in

+

portraying the key struggle for the hearts and minds of the

+

American populace as a parallel struggle to the conventional

+

war of army maneuver. The new discard mechanic was created

+

to kill two birds with one rule. The ability to discard event

+

cards to place a PC marker solved the ‘dead’ card phenomena

+

of WTP, while adding more resources to the guerrilla war. The

+

‘remove’ discard option introduced the ability for the shadow

+

guerrilla forces, as represented by the PC markers, to launch

+

limited offensive operations where enemy conventional forces

+

were absent. The side benefit of this ‘remove’ option was it

+

neutralized one of the downsides of the GO mechanic whereby

+

losing your last ‘liberty’ had a remedy whereby a surrounded

+

group of PC markers could eliminate an unsupported enemy

+

PC creating an uncontrolled space.

+

One of the things that was absent from WTP was the histori-

+

cal American conventional force retention challenge. Prudent

+

maneuver in WTP could ameliorate or avoid winter attrition

+

effects. In a well played WTP game the Americans rarely suf-

+

fered a shortage of soldiers, which was a regular feature of the

+

historical experience. The new rule whereby all American forces

+

melt away during the winter attrition phase forces the American

+

player to continuously put resources into recruitment. This new

+

WW design feature also allowed me to add additional weight

+

to the unwritten Continental Army rule that is centered on his

+

Excellency, George Washington.

+

I hope that these next few sentences are not viewed as

+

politically incorrect, but I think something has to be said

+

for not mutilating historical facts on the altar of political

+

correctness. Slavery has always been a morally disgusting

+

practice that unfortunately still persists into the present day.

+

Many of our founding fathers were slave owners and it was

+

their failings as people and politicians to rectify this wrong

+

that led to my second CDG For the People. What this says

+

about our founding fathers is they were creatures of their time

+

and unable to take more than the first step on the path to true

+

national freedom. I think that Shakespeare was correct when

+

Marc Anthony states during his eulogy of Caesar, “The evil

+

that men do lives after them; the good is oft interred with their

+

bones.” What has been lost due to their collective sin of fail-

+

ing to end slavery was their enormous positive impact on the

+

world and the first amongst equals was George Washington. It

+

is my view that Washington was truly the father of the United

+

States of America. We have to find a balance in our history

+

textbooks where his failings regarding slavery are balanced

+

by his significant impact on the character and values of the

+

new Republic.

+

In a recent visit to the French War Museum in Paris, I re-

+

discovered the room off of one of the main galleries, which is

+

devoted to the French experience in the American Revolution,

+

but feels like a shrine to Washington. The room has a central

+

focus on his Excellency and there are many rare portraits of

+

our first Commander-in-Chief. The Washington exception to the

+

new winter attrition rules creates a stronger focus on the role of

+

the Continental Army as the premier American force. This bal-

+

ance of a conventional force supported by seasonal local forces

+

strikes the right historical note when playing the American side.

+

More for play balance than history, I have significantly reduced

+

the impact of losing the Continental army, but even with this

+

change the American player will rarely survive Washington’s

+

capture in a competitive game.

+

The last enhancement was in increasing the operational im-

+

pact of the British navy. I must tip my hat to the playtesters for

+

this one. I was reasonably happy with the WTP naval rules, but

+

the drumbeat of the playtesters was to enable more aggressive

+

British naval maneuvers. This resulted in the Landing Party rule

+

that allows the British to open up a new front usually to the

+

dismay of the American player. Basically the American coastal

+

regions are always vulnerable to a British naval descent and

+

add another dimension to the WW play experience.

+

While I am on the topic of the playtesters, I want to thank the

+

Consimworld Washington’s War board led by Keith Wixson.

+

Keith and the boys have been running a continuous tournament

+

playtest over the course of this re-design. Their collective wis-

+

dom, input, and competitive spirit have had a major impact on

+

how this design has evolved and the completeness of the rules.

+

All I have to say is, “free games for everyone.” Thanks guys

+

for all your hard work and good cheer.

+

In closing I would like to thank Kate Ross, esquire, of Wizards

+

of the Coast, without whom this game would not have gotten

+

back into print. I want to thank her for her professionalism

+

and good humor. I also want to thank my friend Mike Delurey,

+

whose counsel untangled a Gordian knot that I could not unravel

+

for over a decade. I would be remiss if I did not acknowledge my

+

developer on this project Joel Toppen, who has been a pleasure

+

to work with and has done a tremendous job in managing my

+

chaotic design process. Lastly, I would like to tip my hat to the

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GMT graphics gang of Rodger MacGowan, Charlie Kibler and

+

Mark Simonitch, who continue to make me look much better

+

in print than I deserve; thanks guys.

+

I dedicate this game to my wife Carole of 30 years. Without

+

her I never could do what I do and any success that I have

+

achieved is due to her.

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I hope you enjoy Washington’s War… anon…

+

Mark Herman

+

New York City

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October, 2009

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11/4/2009 11:59:57

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Washington’s War Playbook

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16

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© 2009 GMT Games, LLC

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Game Setup Instructions

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British

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Quebec (Canada): General Carleton,

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2 CU, PC

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Montreal (Canada): PC

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Ft Detroit (Canada): 1 CU, PC

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Boston (MA): General Howe, 5 CU,

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PC

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Norfolk (VA): PC

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Gilbert Town (NC): PC

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Wilmington (NC): PC

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Ninety Six (SC): PC

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British Reinforcement Box:

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Generals Burgoyne, Clinton,

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Cornwallis

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American

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Lexington and Concord (MA):

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General Washington, 5 CU, PC

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Newport (RI): General Greene, 2

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CU

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Charleston (SC): 2 CU, PC

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Philadelphia (PA): Continental

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Congress, PC

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American Reinforcement Box:

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Generals Arnold, Lincoln, Gates,

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Lee, and Lafayette

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French Reinforcement Box: General

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Rochambeau, 5 French CUs,

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French Navy

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Committees of Correspondence

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The American player places 1 PC

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Marker in each of the Thirteen

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Colonies in any space that does not

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contain a British Playing Piece.

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For The King

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After the Americans place their

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Committees of Correspondence

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the British can place 2 PC markers

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within all restrictions for British PC

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marker placement (10.11.B) in any

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colony except MA, CT, NH, PA, or

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VA.

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GMT Games, LLC

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P.O. Box 1308 Hanford, CA 93292-1308

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www.GMTGames.com

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11/4/2009 12:00:00

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