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© 2009 GMT Games, LLC

+

PLAYBOOK

+

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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2

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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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3

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© 2009 GMT Games, LLC

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British Card 1:

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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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© 2009 GMT Games, LLC

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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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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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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

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© 2009 GMT Games, LLC

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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

+

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.

+

I hope you enjoy Washington’s War… anon…

+

Mark Herman

+

New York City

+

October, 2009

+

WW Playbook.indd 15

+

11/4/2009 11:59:57

+
+
+

Washington’s War Playbook

+

16

+

© 2009 GMT Games, LLC

+

Game Setup Instructions

+

British

+

Quebec (Canada): General Carleton,

+

2 CU, PC

+

Montreal (Canada): PC

+

Ft Detroit (Canada): 1 CU, PC

+

Boston (MA): General Howe, 5 CU,

+

PC

+

Norfolk (VA): PC

+

Gilbert Town (NC): PC

+

Wilmington (NC): PC

+

Ninety Six (SC): PC

+

British Reinforcement Box:

+

Generals Burgoyne, Clinton,

+

Cornwallis

+

American

+

Lexington and Concord (MA):

+

General Washington, 5 CU, PC

+

Newport (RI): General Greene, 2

+

CU

+

Charleston (SC): 2 CU, PC

+

Philadelphia (PA): Continental

+

Congress, PC

+

American Reinforcement Box:

+

Generals Arnold, Lincoln, Gates,

+

Lee, and Lafayette

+

French Reinforcement Box: General

+

Rochambeau, 5 French CUs,

+

French Navy

+

Committees of Correspondence

+

The American player places 1 PC

+

Marker in each of the Thirteen

+

Colonies in any space that does not

+

contain a British Playing Piece.

+

For The King

+

After the Americans place their

+

Committees of Correspondence

+

the British can place 2 PC markers

+

within all restrictions for British PC

+

marker placement (10.11.B) in any

+

colony except MA, CT, NH, PA, or

+

VA.

+

GMT Games, LLC

+

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

+

www.GMTGames.com

+

WW Playbook.indd 16

+

11/4/2009 12:00:00

+
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+

Washington’s War Rules Manual

+

1

+

© 2009, 2014 GMT Games, LLC

+

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

+

1 Introduction.......................................................2

+

2 Game Components............................................2

+

3 Terminology.......................................................3

+

4 Setting up the Game..........................................5

+

5 Sequence of Play...............................................6

+

6 Strategy Cards....................................................7

+

7 Movement........................................................10

+

8 Reinforcements................................................13

+

9 Battles..............................................................14

+

10 Political Control...............................................17

+

11 Winter Attrition................................................21

+

12 French Alliance................................................22

+

13 Victory.............................................................23

+

RULE BOOK

+

GMT Games, LLC

+

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

+

www.GMTGames.com

+
+
+

Washington’s War Rules Manual

+

2

+

© 2009, 2014 GMT Games, LLC

+

1.0 INTRODUCTION

+

Washington’s War is a two player, strategic level simula-

+

tion of the American Revolution. By way of the game

+

mechanics, the players attempt to initiate, control, weather

+

or exploit a wide variety of diplomatic, political, cultural

+

and military events in order to either help the United States

+

win its independence or to retain the 13 colonies as British

+

dominions.

+

2.0 GAME COMPONENTS

+

A complete game of Washington’s War includes:

+

• One 34”x 22” Map

+

• Two Six-Sided Dice

+

• 52 Round Playing Pieces

+

• 14 Rectangular Playing Pieces

+

• 68 Hexagonal Playing Pieces

+

• 32 Square Playing Pieces

+

• Two 8 1/2”x 11” Player Reference Cards

+

• One Rules Booklet

+

• One Playbook

+

• 110 Strategy Cards

+

• 14 Plastic Stands for Generals and the French Navy

+

2.1 The Game Map

+

A. The map for Washington’s War covers the area of eastern

+

North America over which the Revolutionary War was fought.

+

The circles, squares and eight-point stars—called Spaces—rep-

+

resent the major locations, and players move among, fight over,

+

and take control of these spaces. Armies may move between

+

adjacent spaces, i.e., the spaces joined by lines, and movement

+

takes place along those lines. The map is sub-divided into

+

Colonies, and the color coding of the spaces helps players keep

+

track of which spaces belong to each colony.

+

B. Square spaces and eight-point star spaces serve as Winter

+

Quarters spaces. The line of snow flake symbols coincident

+

with the Virginia-North Carolina border is the Winter Attri-

+

tion Line. Both the Winter Attrition Line and Winter Quarters

+

spaces play a role in resolving Winter Attrition (11.0).

+

WASHINGTON’S WAR

+

RULES OF PLAY

+

Credits

+

Designer: Mark Herman

+

Developer: Joel Toppen

+

Art Director: Rodger MacGowan

+

Box Art and Design: Rodger MacGowan

+

Map: Harold Lieske and Mark Simonitch

+

Cards: Mark Simonitch

+

Counters: Harold Lieske

+

Game Manuals & Player Aid Card: Charles Kibler

+

Player Aids from C3i Magazine, Copyright Rodger B.

+

MacGowan, RBM Publication

+

Playtest Tournament Coordinator: Keith Wixson

+

Playtesters: George Young, Philip Burgin-Young, Ron Jacob-

+

sen, Keith Wixson, Jonathan Moody, Kevin Klemme, William

+

Peeck, Doug Pratto, Brian Mountford, Tobias Kriener, Paul

+

Schwartz, Don Chappell, Joel Toppen, David Rubin, Randy

+

Pippus, Ken Gutermuth, Paul Pawlak, Henry Rice, Paul Gaber-

+

son, John Clark, Russ Hewson, Christopher Leary, Michael

+

Mitchell, Scott Henshaw, Sandon Kallstrom, John Leggat

+

Game design based on We The People: The American Revolution

+

from Avalon Hill. Used with permission.

+
+
+

Washington’s War Rules Manual

+

3

+

© 2009, 2014 GMT Games, LLC

+

C. Spaces bearing a Port symbol are known as Port Spaces.

+

Quebec, Montreal, Charleston SC and Philadelphia PA are de-

+

picted as eight-point stars. Such star-shaped spaces are defined

+

as fortified ports. Each of these ports historically was able to

+

resist naval actions in their vicinity. British Landing Parties

+

(7.2.B ) are not allowed in these spaces, and British Royal Navy

+

Support (9.42) and Retreat by Sea (9.62) is possible only if the

+

port is British Controlled (i.e., contains a British PC marker).

+

2.2 The Playing Pieces (Counters and Markers)

+

Washington’s War uses two kinds of playing pieces: counters and

+

markers. The counters represent Combat units and Generals. The

+

markers provide a host of additional information.

+

A. The round playing pieces are combat units

+

(CUs), colored and pictured to represent

+

American (blue), British (red), or French

+

(green) fighting forces. The number on these

+

counters represents that number of combat

+

units for that nationality, in denominations of 1, 2, 3 or 5. Feel

+

free at any time to “make change” freely with these counters:

+

for example, you may replace a “5” combat unit with two “2”s

+

and a “1”, or with five “1”s.

+

B. The large rectangular pieces are the Generals, which are

+

placed in the plastic stands included in the game so that they

+

stand up on the map. Each depicts a General important to the

+

conflict—American, British, or French. CUs may only move

+

when stacked with a General. For players who prefer them,

+

smaller square pieces are included for each General to be used

+

in lieu of the rectangular stand-up pieces.

+

C. The number at top left of a stand-up General counter is his

+

Strategy Rating. Strategy Ratings range from 1-3, and are used

+

in conjunction with the OPS Cards to activate Generals (and

+

their CUs) for movement (7.0). The number at top right is the

+

Generals Potential Battle Rating and are used in the Combat

+

Resolution Procedure (9.2). Potential Battle Ratings vary from

+

1-6 and are used as the basis for determining the General’s Ac-

+

tual Battle Rating (and DRM) during combat resolution (9.3).

+

The number in the lower right is the General’s Agility Rating.

+

Agility Ratings vary from 1-3. The Agility Rating impacts the

+

possible losses the enemy may take during combat resolution

+

(9.5). For American Generals, the Agility Rating is also used

+

to resolve interception (7.8) and retreat before battle (7.9) at-

+

tempts. (Washington and Greene enjoy a special modification

+

to their Agility Rating when attempting retreat before battle.)

+

D. The Political Control (PC) markers are

+

shaped like hexagons and are placed in indi-

+

vidual spaces on the map to denote control of

+

that space. They are double-sided, representing

+

American control on one side and British con-

+

trol on the reverse; they are flipped when

+

control of a space changes hands.

+

3.0 TERMINOLOGY

+

The following terms are used throughout the rules and on Strat-

+

egy Cards:

+

Adjacent: Two spaces are said to be adjacent when they are

+

connected by a line. There are two types of lines which

+

connect spaces: normal, solid lines and dashed Wilder-

+

ness Connections; see 7.3.D. If the American General,

+

Arnold is in either Falmouth, MA or Quebec, Canada,

+

the other space is adjacent to Arnold only, traced along

+

the dashed Wilderness Connection. For purposes of PC

+

Isolation, British controlled ports are all considered adja-

+

cent to each other.

+

Agility Rating: An expression of a General’s ability to ma-

+

neuver his Army in battle. The higher the rating, the (bet-

+

ter) the General’s ability to retreat or intercept an enemy

+

Army. The higher the rating, the more likely the winner

+

will take losses in a battle where the General is defeated.

+

American Unit: An American or French General, an

+

American or French CU, the Continental Congress or

+

any combination of these units. An American PC marker

+

does not count as an American Unit.

+

Army: A General with at least one friendly Combat Units in

+

a space.

+

Battle Card: A special subset of Event Strategy Cards.

+

When played as an event during the Combat Resolution

+

Procedure battle, the player receives certain benefits

+

Strategy Rating

+

Potential

+

Battle Rating

+

Agility Rating

+

Modifier to Agility Rating for

+

Retreat Before Battle

+
+
+

Washington’s War Rules Manual

+

4

+

© 2009, 2014 GMT Games, LLC

+

which may include a helpful DRM. Battle Card text also

+

directs the player to draw a replacement card from the

+

Strategy Deck (9.45).

+

Blockade Zone: A group of Port spaces comprise a “Block-

+

ade Zone” (12.3).

+

Blockaded Zone: A Blockaded Zone is a Blockade Zone

+

containing the French Navy (12.3).

+

Colony: A grouping of one or more spaces on the map

+

makes up each colony and Canada. Every space belongs

+

to one of the thirteen American colonies or to Canada

+

and is color-coded to aid in identifying its colonial as-

+

sociation.

+

Combat Unit (CU): A combat unit represents approximate-

+

ly a Brigade of soldiers. CUs have no

+

ability to move except when moved in

+

conjunction with a General. CUs are

+

treated like monetary change. Players

+

may exchange them at any time for any

+

reason as long as the nationality and total

+

number of CUs in the space is not altered by the ex-

+

change.

+

Die Roll Modifier (DRM): When a battle occurs each

+

player rolls a six sided die as modified by a wide range

+

of DRMs. The higher modified value yields victory in

+

battle.

+

Event Strategy Card: A Strategy Card implementing

+

the effects of an important social, economic, political,

+

military or diplomatic event that historically occurred or

+

could have occurred. Event Strategy cards have nation-

+

specific flags next to their titles to help players determine

+

which side(s) may implement the event. The text of

+

the title is provided merely to provide historical color

+

and texture; it has no bearing on implementing the text.

+

When played (not discarded) the text on the card must be

+

implemented literally, exactly and completely; although

+

some cards do provide the player with options. Most

+

Event Strategy Cards may be discarded in lieu of being

+

played. There are seven Special Event Strategy Cards

+

that must be played as the event regardless of which

+

player draws them (6.34).

+

General: A General represents an important military leader

+

that participated in the war. Each General has a Strategy,

+

Agility and Potential Battle Rating.

+

OPS Card: A Strategy Card bearing a number 1, 2 or 3

+

at top left. Players play these cards during the Strategy

+

Phase in order to move Generals and any accompanying

+

CUs from space to space, or to place and flip PC markers

+

in spaces, or to bring reinforcements into the game.

+

Political Control: A player controls a space if he has one

+

of his Political Control (PC) markers in that space. This

+

is true even if an opposing CU or General also occupies

+

that space. Political Control of a space can change nu-

+

merous times over the course of a game.

+

Political Control Marker (PC): Hexagonal playing piece

+

which represents either American or British political

+

control of a space.

+

Potential Battle Rating: An expression of a General’s

+

potential tactical prowess in battle. The higher the rating,

+

the greater the probability that the General will contrib-

+

ute die roll modifiers in battle and the higher the possible

+

Actual Battle Rating.

+

Stacking Limits: There are no CU stacking limits; a space

+

may contain as many CUs as the owning player desires.

+

There is a limit of one General for each side to a space.

+

Except during the resolution of a battle, no space may

+

contain Generals and/or CUs of both sides.

+

Strategy Card: See Event Strategy Card and OPS Card.

+

Strategy Rating: A value that determines how easy it to ac-

+

tivate a General for movement. A “1 rated” General can

+

be activated by any value OPS card, a “2 rated” General

+

can be activated by a 2 or 3 value OPS card, and a “3

+

rated” General can be activated by 3 value OPS card.

+

Stock: Combat Units not located on the map or in a Rein-

+

forcement box constitute a player’s Combat Unit stock.

+

See 8.2.C.

+
+
+

Washington’s War Rules Manual

+

5

+

© 2009, 2014 GMT Games, LLC

+

4.0 SETTING UP THE GAME

+

To begin the game, unfold the map and lay it on the table.

+

Carefully punch out the counters and separate them according

+

to nationality. Remove the “Declaration of Independence” and

+

the “Baron von Steuben Trains the Continental Army” Event

+

Strategy cards from the Strategy Card deck and set them aside.

+

Shuffle the remaining Strategy Cards and put the resulting deck

+

face-down near the map. Put the Game Turn marker on the Game

+

Turn Record Track on the map, with the “British Regulars” side

+

showing. Place the “French Alliance” marker on the “0” space

+

of the “French Alliance Track.” Next, set up the playing pieces

+

as indicated below. Both sides set up simultaneously. Lastly, the

+

American player places the Committee of Correspondence PC

+

Markers, followed by the British player’s placement of For The

+

King PC markers.

+

Abbreviations:

+

x CU = a number of Combat Units equal to x

+

PC = Political Control Marker

+

British:

+

Quebec (Canada): General Carleton, 2 CU, PC

+

Montreal (Canada): PC

+

Ft Detroit (Canada): 1 CU, PC

+

Boston (MA): General Howe, 5 CU, PC

+

Norfolk (VA): PC

+

Gilbert Town (NC): PC

+

Wilmington (NC): PC

+

Ninety Six (SC): PC

+

British Reinforcement Box: Generals Burgoyne, Clinton,

+

Cornwallis

+

American:

+

Lexington and Concord (MA): General Washington, 5 CU,

+

PC

+

Newport (RI): General Greene, 2 CU

+

Charleston (SC): 2 CU, PC

+

Philadelphia (PA): Continental Congress, PC

+

American Reinforcement Box: Generals Arnold, Lincoln,

+

Gates, Lee, and Lafayette

+

French Reinforcement Box: General Rochambeau, 5 French

+

CUs, French Navy

+

Committees of Correspondence:

+

The American player places 1 PC Marker in each of the

+

Thirteen Colonies in any space that does not contain a British

+

Playing Piece.

+

For The King:

+

After the Americans place their Committees of Correspondence

+

the British can place 3 PC markers within all restrictions for

+

British PC marker placement (10.11.B) in any colony.

+
+
+

Washington’s War Rules Manual

+

6

+

© 2009, 2014 GMT Games, LLC

+

5.0 SEQUENCE OF PLAY

+

Washington’s War follows a specific sequence of play. All activi-

+

ties of one phase must be completed before the subsequent phase

+

is started. Within a phase, all activities of one segment must be

+

completed before the next segment is started. Within a segment,

+

players may perform their activities simultaneously or in any

+

order agreeable to both players. Should an issue arise where

+

both players do not agree, the American player determines the

+

order, but from that point forward the order of activities for that

+

segment cannot be changed.

+

5.1 Reinforcements Phase

+

If either player’s Generals are in Captured Generals box, they

+

are moved to their respective Reinforcements boxes. The British

+

player then gets Combat Units equal to the number listed for the

+

current turn on the turn track and places them in his Reinforce-

+

ments box; see 8.1.A.

+

5.2 Strategy Cards Phase

+

Deal seven Strategy Cards to each player. The American player

+

is always dealt the first card. When the Strategy Deck is fully

+

depleted, or at the beginning of a turn after an event occurs re-

+

quiring a reshuffle of the Strategy Deck, the Strategy Card Deck

+

is reconstituted; see 6.1.

+

5.3 Strategy Phase

+

A determination is made as to which player chooses who goes

+

first in the following priority order:

+

a. The British player may declare himself the first player

+

by playing a Campaign card (Major or Minor) as the first

+

card.

+

b. If on the previous turn the Congress was dispersed (7.7)

+

the British player chooses who will play the first Strategy

+

card.

+

c. In all other circumstances the American player chooses

+

who will play the first Strategy card.

+

The players then take alternate impulses, each playing one Strat-

+

egy card, until both players’ hands are empty, at which point the

+

Strategy Phase ends. In some turns, one player might run out of

+

cards well before the other, in which case the player with cards

+

remaining continues to play until his cards run out. Cards may

+

not be “saved” until the next turn, nor may a player “pass” his

+

impulse so long as he has cards in his hand.

+

The play of each Strategy card allows that player to do one of

+

the following:

+

(a) move a General;

+

(b) take control of spaces, putting PC Markers in those

+

spaces;

+

(c) cause the card’s Event to happen;

+

(d) acquire Reinforcements.

+

Except for Special Event Strategy Cards, a player may satisfy

+

a card play by discarding a card (all information on the card is

+

ignored; see 6.32.

+

5.4 Winter Attrition Phase

+

All CUs are checked for possible Winter Attrition Losses. The

+

nationality of the CUs, the location of the CUs with respect to

+

the Winter Attrition Line and Winter Quarters spaces and whether

+

they are stacked with a General influence their possible losses;

+

see 11.0.

+

5.5 French Naval Phase

+

During this phase, and only during this phase, the French Navy

+

may be relocated. The American player picks up the French Navy

+

counter and relocates it to any Blockade Zone he wishes; see 12.3.

+

5.6 Political Control Phase

+

If the Continental Congress has been dispersed, the American

+

player returns it to play. Each player places PC markers in spaces

+

containing his Armies. Lastly isolated PC markers are removed;

+

see 10.2.

+

5.7 End Phase

+

If the French Alliance was triggered during the current Game-

+

Turn, European War breaks out and the British player removes

+

2 CUs from the map; see 12.2.B.iii.

+

If an Automatic Victory has not occurred (13.1), the game ends if

+

the “Lord North’s Government Falls—War Ends” Event Strategy

+

Card in the War Ends box states that the game ends on this turn or

+

a previous turn. If the game ends, determine the winner per 13.2.

+

If the game has not ended, move all OPS Cards from the Re-

+

inforcements Cards boxes to the Discard pile and begin a new

+

Game Turn by advancing the Game Turn Marker to the next

+

space on the Game Turn Track.

+

End Phase Clarification

+

During an End Phase all OPS queues and any other game

+

process that the players can conceive of or imagine; stops,

+

and cannot carry over into the next game turn.

+

In the unlikely event that a “Lord North’s Government Falls—

+

War Ends” Event Strategy card is not drawn during the course

+

of a game, the game ends at the end of 1783.

+
+
+

Washington’s War Rules Manual

+

7

+

© 2009, 2014 GMT Games, LLC

+

turn, shuffle both cards into the Strategy Card deck. This is not

+

a re-shuffle per se, so the discards remain discarded unless an

+

event requiring a reshuffle is played (or the French Alliance

+

comes into effect) in 1775.

+

6.2 Playing the OPS Cards

+

Most of the game play revolves around the use of OPS Cards.

+

These cards let players conduct their military campaigns and take

+

control of spaces and colonies. Each time a player plays an OPS

+

Card, he may do one (and only one) of the following:

+

• Activate a General for movement, with or without

+

Combat Units under his command. Activation can oc-

+

cur only if the General’s Strategy Rating is equal to or

+

less than the number on the card. An OPS Card show-

+

ing a “3” can therefore activate any General, while an

+

OPS Card with a “1” can activate only a General who

+

has a Strategy Rating of 1. The OPS Card with a “2”

+

can activate Generals with Strategy Ratings of 2, or 1,

+

but not 3.

+

• Add a number of PC Markers to the map equal to the

+

number on the OPS Card. See 10.1 for details.

+

• Bring on Reinforcements. See 8.0 for details.

+

• Place that number of Operations into an Operations

+

Queue. See 7.1.B for details.

+

Card ID

+

OPS Card value

+

Possible activities that

+

can be conducted with

+

this OPS Card

+

OPS Cards used for placing PC counters or mov-

+

ing Generals and Armies are played by placing

+

the card face up on the Discard Pile. Those used

+

to bring on reinforcements are placed face up in

+

one of that side’s Reinforcement Card boxes to

+

record that a reinforcement action has occurred. Those cards

+

used to begin or extend an Operations Queue are played face-up,

+

under an “Operations Queue” marker in front of the player until

+

the Queue is used to activate a General or the Queue is aban-

+

doned. Once the Queue is used or abandoned all the OPS Cards

+

associated with it are placed face up in the Discard Pile.

+

6.0 STRATEGY CARDS

+

During the Strategy Phase, all activity depends on the play of

+

Strategy cards. This includes moving Armies and fighting battles

+

as well as taking control of spaces (by placing PC markers),

+

bringing in reinforcements, and causing events to happen. The

+

first three actions occur by playing the OPS Cards, while events

+

occur by playing the Event Strategy Cards.

+

6.1 Dealing Strategy Cards and Reshuffling the

+

Strategy Card Deck

+

In the Strategy Cards Phase of each game-turn, starting with the

+

American player, both players are dealt a hand of seven Strategy

+

Cards from the top of the Strategy Deck. These seven cards

+

constitute each player’s hand.

+

A. When the Strategy Deck is fully depleted, including the

+

situation where a Strategy Card deal is interrupted, reconsti-

+

tute the Strategy Card deck as described below, and resume

+

dealing if appropriate.

+

B. The Strategy Card Deck is reconstituted when either an

+

Event Strategy Card is played (not discarded) that requires the

+

Strategy Card Deck to be reshuffled or when the Strategy Card

+

deck is depleted. In every case all the discards and any cards

+

remaining in the Strategy Card deck are shuffled to constitute

+

a fresh Strategy Card deck. Only the current “Lord North’s

+

Government Falls — War Ends” card and any Event Strategy

+

cards that have been permanently removed from play due to

+

the instruction on the card are excluded from the shuffle.

+

Reshuffle Clarification

+

If a reshuffle is triggered in the middle of the Strategy Phase

+

(owing to deck depletion and a card draw is needed from

+

the play of a Battle Card Event), the current “War Ends”

+

card and any cards currently in the Reinforcement Card

+

boxes are not shuffled.

+

The “Declaration of Independence” (#99) and “William Pitt

+

Urges Peace Talks” (#95) event cards trigger a Reshuffle

+

when played as an event (not discarded) as per the rule-

+

book—of course “Declaration of Independence can never

+

be discarded. The “Hortelez et Cie” (#96) event, however

+

is the opposite: “Hortelez et Cie” triggers a Reshuffle when

+

discarded (not played) as per the card text.

+

C. Either player may examine the cards in the Discard Pile at

+

any time. Neither player may examine the cards in the Strategy

+

Card Deck.

+

D. Certain event cards may change the constitution of either

+

player’s hand, as explained on the card itself. For example,

+

if the American Player plays the “John Paul Jones Shipping

+

Raids” event, one card is randomly drawn from the British

+

player’s hand and is discarded.

+

E. SPECIAL RULE: “Declaration of Independence” and

+

“Baron Von Steuben Trains the Continental Army” Cards:

+

During the initial setup of the game, the “Declaration of In-

+

dependence” and “Baron Von Steuben Trains the Continental

+

Army” cards are set aside; see 4.0. At the beginning of the 1776

+
+
+

Washington’s War Rules Manual

+

8

+

© 2009, 2014 GMT Games, LLC

+

6.3 Playing the Event Strategy Cards

+

A. The Event Strategy Cards simulate events that occurred,

+

or may have occurred, during the historical conflict. When an

+

Event Strategy Card is played, the instructions on the card are

+

precisely implemented. Alternatively most (but not all) Event

+

Strategy cards may be discarded, in which case the discarding

+

player may take some alternative minor actions as described

+

below. Special Event Strategy Cards may not be discarded

+

regardless of which player is dealt the card; the event must

+

be implemented, but the player holding the card determines

+

when during the Strategy Phase that he will play that card as

+

the event.

+

B. The titles printed on Event Strategy Cards have no impact

+

whatsoever on the play of the event; they are added simply to

+

provide background color and historic texture to the game. For

+

example, the “Benedict Arnold Treason!” may occur whether

+

or not the Arnold General counter is in play or not. Next to

+

the titles on the Event Strategy Cards is a nation-specific flag

+

which indicates which player may play the card to trigger its

+

event. An American flag indicates events that are playable by

+

the American player. A British flag indicates events playable by

+

the British player. The absence of a flag denotes events play-

+

able by either player (i.e., Minor and Major Campaigns), or a

+

Special Event Card that must be played by the player holding it.

+

C. When an Event Strat-

+

egy Card has been played as the event, examine the card text to

+

determine if it may only be played once per game. Cards that

+

are removed from play are set aside where both players may

+

see that the event has occurred. These cards are not included

+

in any subsequent reshuffles of the Strategy Card Deck. All

+

other cards are placed face up on the Discard pile.

+

D. If the Event Strategy Card directs that the deck be reshuffled,

+

place the card face up on the Strategy Card Deck as a mne-

+

monic to reshuffle the deck at the beginning of the next Strategy

+

Card Phase. If a subsequent Event Strategy Card directs that a

+

card be drawn from the Strategy Card Deck before the reshuffle

+

occurs, simply take the next card on the top of the deck under

+

the mnemonic; do not reshuffle the deck at that time.

+

6.31 Playing Event Strategy Cards

+

Play of a Strategy Card Event implements all of the actions

+

described in the text of the card. To allow the text on the card to

+

be concise, some generalities apply:

+

• Many events have conditional clauses that limit the

+

activity in the event; read the card text carefully. For

+

example the “Joseph Brant Leads an Iroquois Raid”

+

limits the effect on the card to the non-port spaces in

+

three specific colonies.

+

• If the text uses the word “may”, then that portion of

+

the instructions on the card is voluntary. The player

+

playing the card may implement the action or not at

+

his discretion.

+

• If the text does not use the word “may”, then all of the

+

instructions must be implemented. For example, during

+

play of the “Declaration of Independence”, PC mark-

+

ers must be played into every colony where placement

+

is legal even if this will ultimately result in the loss of

+

American PCs during the Political Control Phase.

+

• Some Event Strategy Cards indicate that PC markers

+

or Combat Units be removed from the map. Which

+

specific units or counters are removed is entirely up to

+

whomever plays the card.

+

• Some Event Strategy Cards call for the player to re-

+

move a Strategy Card from his opponent’s hand; the

+

player who plays such an event randomly draws a

+

Strategy Card from the other player’s hand and dis-

+

cards it, face up, without looking at any other Strategy

+

Cards in that player’s hand. Loss of a Strategy Card

+

from one’s hand in this fashion does not constitute a

+

play of that strategy card. If he still has strategy cards

+

remaining, the player losing the Strategy Card still

+

makes the next play.

+

Design Note: This mechanic may have the effect of

+

changing which player will move last and may give a

+

player back-to-back Strategy Card plays.

+

• In cases where there is a perceived contradiction be-

+

tween the rules and the card text, the card text takes

+

precedence.

+

6.32 Discarding Event Strategy Cards

+

A. Except for Special Event Strategy Cards that must be played

+

as events, either player may choose to discard an Event Strat-

+

egy Card rather than play it to implement the event. British

+

players must discard Event Strategy Cards which have an

+

American flag next to the title; American players must discard

+

Event Strategy Cards which have a British flag next to the title.

+

If the conditions specified in the card text cannot be met, then

+

the card must be discarded. A card which is discarded is never

+

removed from the game.

+

Example: If “William Pitt Peace Talks” is in a player’s hand

+

after the French Alliance has occurred, then it must be dis-

+

carded as described in this section or in section 6.33.

+

Card Number

+

Event Title (Battle Card

+

if title in white on red or

+

blue background)

+

British flag indicates

+

only the British player

+

may play the event;

+

American flag indicates

+

only the American player

+

may play the event.

+

Card Event text

+
+
+

Washington’s War Rules Manual

+

9

+

© 2009, 2014 GMT Games, LLC

+

B. When a player discards an Event Strategy Card as his play

+

during the Strategy Phase, he also takes one of the following

+

actions:

+

(i.) The card is simply discarded and no further action is

+

taken; or

+

(ii.) Place or flip one PC adjacent to a friendly PC subject

+

to the additional restrictions in Rule 10.11; or

+

(iii.) Remove one enemy PC from a space which is adjacent

+

to a space containing a friendly PC counter and that is not

+

occupied by an enemy CU, an American General or the

+

Continental Congress.

+

Play Note: An OPS Card cannot be discarded to remove an

+

opponent’s PC marker. Only an Event card (even a friendly

+

Event, but not a Special Event) can be discarded to remove

+

a PC marker.

+

C. If a player discards an Event Strategy Card as a play dur-

+

ing the Strategy Phase (i.e., not as a Battle Card as described

+

below), his opponent may exchange an OPS Card in his hand

+

with the discarded Event Strategy Card before he takes his

+

turn. Note that this action does not change the total number of

+

cards in the exchanging player’s hand, nor does it constitute

+

taking his turn.

+

• The American player must exchange either a 2 or 3

+

value OPS Card to retrieve such a discarded Event

+

Strategy Card.

+

• The British player must exchange any OPS Card, re-

+

gardless of value, to retrieve a discarded Event Strat-

+

egy Card.

+

Example: It is the British player turn. The British player dis-

+

cards the “Henry Knox Continental Artillery Commander”

+

Event Strategy Card. He chooses to place a PC marker on the

+

board. After the British turn and before taking his turn, the

+

American player discards a 2 OPS Card from his hand and

+

exchanges it to bring the discarded “Henry Knox” card which

+

he places into his hand. It is now the American player’s turn.

+

6.33 Event Strategy Cards as Battle Cards

+

A. Event Strategy Cards with the title printed in a colored box

+

are called Battle Cards. These events can only be implemented

+

when the card is played during the resolution of a battle (9.45).

+

(Exception: “Banastre Tarleton Waxhaws Massacre” provides

+

the British player with the option to play the card as an event

+

during the Strategy Phase.) Once the battle is resolved, the

+

card is discarded (Exception: “Benedict Arnold Treason!” is

+

permanently removed). The +2 Battle DRM advantage applies

+

only to the battle underway when the card is played; i.e., if

+

more than one battle occurs during the turn as the result of a

+

Major or Minor Campaign event the Battle Card only modi-

+

fies one battle.

+

B. Each Battle Card contains the instruction to draw a Strategy

+

Card after the active player’s impulse. Draw the replacement

+

Strategy Card after all other activity in the impulse has been

+

completed. If more than one Battle Card has been played (as

+

in a Major or Minor Campaign), then a replacement card is

+

drawn for each one. Normally it will not matter which player

+

replaces their card first, but in cases where it may matter (such

+

as when the Strategy Card Deck will become exhausted) the

+

player taking their impulse replaces their Battle Cards first.

+

C. Except for Special Event Strategy Cards, any Event Strat-

+

egy Card may be discarded to gain a +1 die roll modification

+

in Battle (9.45). An Event Strategy Card discarded for this

+

purpose is not replaced by drawing another Event Strategy

+

Card, nor may it be retrieved by the exchange procedure used

+

during the Strategy Card Phase (6.32.C).

+

Play Note: This mechanic can be used to discard an opponent’s

+

event without fear of exchange. However, it does reduce the size

+

of one’s hand, possibly giving the opponent the opportunity to

+

make a back-to-back play.

+

D. Each player may play/discard a maximum one Event Strat-

+

egy Card for each battle. The attacker decides to play/discard

+

first, then the defender makes his decision. During a Major/

+

Minor Campaign Event, each players may play/discard an

+

Event Strategy Card in every battle if they so choose.

+

Clarifications: The “Benedict Arnold Treason” Battle card may

+

only be played as an event during the battle resolution process.

+

As with other Battle Cards, this card cannot be played as the

+

event during the Strategy Card Phase simply to remove the Arnold

+

General counter. The Arnold General counter does not have to

+

be involved in the battle in order to play this Battle Card. When

+

the event is resolved, the Arnold General counter is permanently

+

removed from the game regardless of his current location (on

+

the map, in the American Leader Reinforcement box or in the

+

Captured Generals box). The American player may discard this

+

card per 6.32 or discard it as a battle card at his option.

+

6.34 Special Event Strategy Cards

+

A. There are seven Special Event Strategy Cards. They are

+

indicated by the notation ‘Must Be Played’ at the top. These

+

cards may not be discarded under any circumstances. The

+

player drawing a Special Event card into his hand must play

+

it at some point during the Strategy Phase of the game-turn in

+

which he draws it. A player holding a Special Event Strategy

+

Card does have the option of when during the Strategy Phase

+

to play the card.

+

B. When a Special Event Strategy Card is randomly selected

+

and drawn from a player’s hand, its event is immediately

+

implemented. The requirement to implement the event is

+

mandatory regardless of which player drew the card, held the

+

card, or which side benefits.

+

C. The Special Event Strategy Cards are:

+

(i.) Declaration of Independence. This event requires the

+

American player to place one PC marker in each of the

+

thirteen colonies (excluding Canada) where placement is

+

possible. Such placement is not optional, although the choice

+

of which space if there is more than one possible space is at

+

the option of the American player. PC marker placement is

+

limited by the restrictions listed in Rule 10.11.A.ii. British

+
+
+

Washington’s War Rules Manual

+

10

+

© 2009, 2014 GMT Games, LLC

+

PC markers cannot be flipped even if an American Army or

+

General is present. The Declaration of Independence event

+

takes place even if the Continental Congress is currently

+

dispersed.

+

Play Note: In some cases, play of the “Declaration of In-

+

dependence” can potentially result in losses of American

+

PCs during a subsequent PC Isolation Phase (10.3). This

+

is intended.

+

Optional Tournament Rule: Whenever the British player

+

plays either the Declaration of Independence or the Benjamin

+

Franklin: Minister to France Special Events, the event takes

+

effect as it normally does. However, the British player may

+

then draw a replacement card and immediately take another

+

action using any card (not necessarily the replacement card).

+

The DOI and Franklin events always occur first.

+

(ii.) Benjamin Franklin: Minister to France. Advance the

+

French Alliance marker four spaces towards “French Alli-

+

ance”. If play of this event results in the French Alliance

+

marker reaching +9, then immediately implement the effects

+

of the French Alliance; see 12.0.

+

(iii.) Lord North’s Government Falls Card and the War

+

Ends Box. The “North’s Government Falls” cards are used to

+

regulate the end of the game. Each of the five cards changes

+

the end of the game to one of the years from 1779 to 1783.

+

To implement this event, place the card face up in the box on

+

the map labeled “War Ends Card”. If a “North’s Government

+

Falls” is already in the box, place it in the discard pile and

+

replace it with the card just played. In this way, should the

+

Strategy Card deck be reshuffled, except for the card currently

+

in the War Ends Box, all the other “North’s Government Falls”

+

cards will be returned to play. During the End Phase of each

+

Game Turn, the players will compare the current year with

+

the year shown on the “North’s Government Falls” card. If

+

the card shows the current year or a preceding year, then the

+

game ends and victory is determined; see 13.0.

+

7.0 MOVEMENT

+

Movement only occurs during the Strategy Phase and only when

+

Generals have been activated by an OPS Card, “John Glover

+

Marblehead Regiment” Event Strategy Card or by a “Major/

+

Minor Campaign” Event Strategy Card. A Combat Unit (CU)

+

may only move when accompanied by an activated General.

+

American Armies may conduct interceptions and retreats before

+

battle, and thus make minor changes to their locations during the

+

Strategy Phase, but these mechanics do not require activation of

+

a General and are covered separately.

+

7.1 Activating Generals with OPS Cards

+

A. To activate a General with a Strategy Rating of 3 (e.g., Car-

+

leton), play an OPS Card with the number 3 on it. To activate

+

a General with a Strategy Rating of 2 (e.g., Gates), play an

+

OPS Card with either the number 3 or 2 on it. A General with

+

a strategy rating of 1 (e.g., Greene) may be activated by the

+

play of any OPS Card.

+

B. Instead of activating a General with the play

+

of a single OPS Card, a player may choose to

+

create an Operations Queue.

+

(i.) A player establishes the start of an Opera-

+

tions Queue by playing an OPS Card with the

+

number 1 or 2 face up in front of the player and stating that it

+

is an Operations Queue. Place an Operations Queue marker

+

on top of the card or cards played into the Queue.

+

(ii.) On the player’s next Strategy Card play, he plays an

+

additional OPS Card into the Queue. He may then activate

+

a General with a Strategy Rating less than or equal to the

+

total value of the OPS Cards. Alternatively he may choose

+

to continue the Operations Queue.

+

(iii.) When creating an Operations Queue, the player must

+

play each subsequent Strategy Card into the Queue until

+

he uses the Queue or abandons it. The Operations Queue

+

is abandoned if the player discards or plays any Strategy

+

Card to perform a different activity. (Note: This applies to

+

the sequential plays of Strategy Cards during the Strategy

+

Phase. Battle Cards played and other Event Strategy Cards

+

discarded during resolution of a battle do not cause aban-

+

donment of the Operations Queue.) When an Operations

+

Queue has been completed (used to activate a General) or

+

abandoned, place all the OPS Cards face up on the discard

+

pile. Discard of an OPS card to pick up a discarded Event

+

does not cancel the OPS Queue.

+

Example: The British player holds a hand of three 1 OPS Cards,

+

one 3 OPS Card and three event cards. During the course of the

+

game turn he foresees the possible need to move Howe, Cornwal-

+

lis and/or Burgoyne. As his first play, he places one of the 1 OPS

+

Cards in front of him and starts an Operations Queue, placing an

+

“Operations Queue” marker on top of it. The American player

+

makes a routine play that does not change the British player’s

+

plan. The British player then plays the second 1 OPS Card into

+

the Operations Queue. The queue now totals two, so he activates

+

Burgoyne for movement. After the move is completed, both 1 OPS

+

Cards are placed in the Discard Pile.

+

Example: With the same starting situation as above, the Ameri-

+

can player takes an action that the British player believes must

+

be responded to by playing one of his Event Strategy Cards as

+

the event. He does so, but has interrupted his continual play of

+

cards into the Operations Queue and thus abandoned it. The event

+

is implemented but the 1 OPS Card in the Operations Queue is

+
+
+

Washington’s War Rules Manual

+

11

+

© 2009, 2014 GMT Games, LLC

+

placed in the discard pile. The British player may start a new

+

Operations Queue with his next play.

+

Example: With the same starting situation as above, the Op-

+

erations Queue has grown to hold two 1 OPS Cards. After the

+

American’s second play, the British player decides he wishes to

+

activate Cornwallis. Even though there are already two 1 OPS

+

Cards in the queue, he must still play another card into the queue

+

in order to activate a General. He cannot play an event and

+

also activate Cornwallis, nor may he pass on playing a card to

+

activate Cornwallis. He plays the remaining 1 OPS Card into the

+

queue and now has three operations points, so he may activate

+

any British General that he chooses.

+

7.2 Activating Generals with Campaign Cards

+

A. By playing a “Major Campaign” Event Strategy Card, a

+

player may activate up to three of his Generals, regardless of

+

their Strategy Ratings. By playing a “Minor Campaign” Event

+

Strategy Card, he may activate up to two Generals (regard-

+

less of their Strategy Ratings). The first General must finish

+

his entire activation (including any Battles he wishes to fight)

+

before the next General begins. A General cannot be activated

+

more than once in a Campaign, nor may a given CU be moved

+

by more than one General during a campaign. The player need

+

not announce which Generals will be activated when the card

+

is played; the player may move one General, and then select

+

which General he will activate next and so on until all Generals

+

have completed their activations.

+

B. Landing Party (British): With the play of any Campaign

+

Event Strategy Card, in lieu of activating one General, the

+

British player may either (a) flip an American PC marker in a

+

non-Blockaded port space not containing an American Gen-

+

eral, CU, or the Continental Congress; or (b) place a British

+

PC marker in an empty, non-Blockaded port space. Neither

+

of these options may be employed in a fortified port space

+

(2.1.C). Only one Landing Party activation is allowed per play

+

of a Campaign Event Strategy Card.

+

Design Note: Subsequent to flipping the American PC counter,

+

the British player may use an additional activation during the

+

same Campaign Event to make a British Naval Movement to

+

that now friendly port.

+

7.3 Movement Procedure

+

A. When activated, a General may move a maximum of four

+

spaces from the space in which he begins the activation (Ex-

+

ception: American Mobility Advantage; see 7.3.C). During

+

his move, a General may take up to five CUs with him. The

+

General may change the constitution of his Army while moving

+

by picking up and dropping off CUs along the way, but at no

+

time may that Army move with more than five CUs.

+

B. Movement is traced along the solid and dashed lines con-

+

necting adjacent spaces. The movement of an Army ends when

+

it enters a space containing an enemy CU. (Exception: Over-

+

runs 9.7) Movement is complete even if the enemy Army oc-

+

cupying the space successfully executes a retreat before battle.

+

C. Special American Mobility Advantage: American Gen-

+

erals and any CUs with them may move up to five spaces

+

provided that they do not execute an Overrun nor end the

+

move in a space occupied by any enemy CUs (i.e., the Army

+

may not move 5 spaces and enter into a Battle). American

+

Generals moving alone may also move five spaces subject to

+

normal movement restrictions; see 7.4. An American Army

+

may capture British Generals unaccompanied by CUs while

+

moving five spaces.

+

Special: The “John Glover Marblehead Regiment” Event

+

Strategy Card activates one American General who may move

+

up to six spaces and enter into Battle or execute one or more

+

Overruns, for that activation only. Remember that the card

+

text in an Event supersedes the rules.

+

Example: General Gates and four CUs begin in Ninety-Six.

+

The American player plays a 2 OPS Card to activate General

+

Gates, who moves, via Camden, two spaces to Eutaw Springs,

+

where he drops off two CUs. One space further along in

+

Charleston, three CUs await, and General Gates moves there

+

to pick them up (he now has his maximum of 5). He ends his

+

activation by moving one more space (total of 4) and ends his

+

movement in Savannah. Because Gates is an American General

+

and is participating neither in an overrun nor in a battle, he

+

could optionally continue his move to Augusta or St. Mary’s

+

(a total of 5 spaces.)

+

D. Wilderness Connections: Crossing a dotted line connection

+

counts as 3 spaces entered. American Armies can intercept and

+

retreat before battle along Wilderness Connections. See 7.4.D

+

for restrictions on the Falmouth-Quebec connection.

+
+
+

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+

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+

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+

Example: moving from Fort Detroit to Basset Town, PA counts

+

as 3 spaces moved. A British Army which started moving in

+

Detroit could not enter Point Pleasant, VA in the same move

+

since that would count as another 3 spaces moved.

+

7.4 Restrictions on Movement

+

The following restrictions apply to movement at all times:

+

A. In order to enter a space containing an enemy CU, a Gen-

+

eral must be moving with at least one friendly CU. A General

+

moving without a CU may move through a space containing

+

an enemy General without accompanying CUs, but may not

+

stop in that space.

+

B. No General moving alone can enter a space with an enemy

+

PC marker.

+

C. A General may end his move, his retreat, or his intercep-

+

tion in the same space as another friendly General, whether

+

or not either General has CUs with him. If a General does end

+

a move in the same space as a friendly General, one of the

+

Generals—owner’s choice—must be placed in the Reinforce-

+

ments Box. General Washington may never be removed to the

+

Reinforcement Box.

+

Movement Clarification

+

Generals may move through spaces containing other

+

friendly Generals. 7.4.C. applies if a General stops in a

+

space with another friendly General.

+

D. Only one General in the game—Benedict Arnold—may

+

move, intercept, or retreat along the dotted line between Fal-

+

mouth, MA and Quebec. Arnold may do so either by himself

+

or with CUs. Note that this is also a Wilderness Connection

+

and counts as 3 spaces moved.

+

E. When a Campaign card is played, a specific CU may not be

+

moved by more than one General. Nor may the same General

+

activate more than once.

+

7.5 British Naval Movement

+

The British player may use Naval Movement to transfer Generals

+

(with or without CUs) from one eligible port to another. To conduct

+

Naval Movement, the activated British General must start the move

+

in an eligible Port space, use the entire move to transfer himself

+

and up to 5 CUs, and end in an eligible destination port. A port is

+

eligible for Naval Movement unless it contains an American CU

+

or an American PC marker (even if the space is also occupied by

+

British Generals/CUs). Additionally, any origin or destination port

+

in a Blockaded Zone is ineligible for Naval Movement.

+

7.6 Capturing Generals During Movement

+

A. Any time an Army enters a space containing an enemy

+

General unaccompanied by CUs (whether by Movement,

+

Interception, or Retreat), that General is captured. The Army

+

may continue moving. The Captured General is placed in the

+

Captured Generals Box, and during the Reinforcements Phase

+

of the following game-turn, he (like every other captured Gen-

+

eral) is placed in his side’s Reinforcements Box.

+

Design Note: Both sides in the Revolutionary War regularly

+

exchanged high ranking prisoners of war; this rule covers

+

that practice. By contrast, lower-ranking prisoners stayed in

+

squalid prison camps for long periods of time.

+

B. SPECIAL RULE: George Washington Capture: If

+

George Washington is captured, he is removed from the

+

game. The British player immediately removes 5 American

+

PC markers, no more than one per colony (including Canada)

+

in any space that does not contain an American CU, General,

+

or the Continental Congress. In addition, if France has not

+

yet entered the war move the French Alliance marker three

+

spaces to the negative.

+

7.7 Dispersing the Continental Congress

+

If the British Army enters the space containing

+

the Continental Congress and it is unaccompanied

+

by American CUs, the Congress is dispersed. The

+

British Army may continue moving. If a battle (or

+

overrun) takes place in the space occupied by the

+

Continental Congress and the American forces are eliminated or

+

forced to retreat, then the Continental Congress is dispersed.

+

When dispersed, place the Continental Congress marker into the

+

Continental Congress Dispersed Box on the map. The counter

+

comes back into play in the Political Control Phase. Note that

+

there are substantial restrictions to the American player while

+

the Congress is dispersed. (10.11.A.iv)

+

On the turn following the Congress being dispersed, it is the Brit-

+

ish player, not the American, who determines who goes first (5.3).

+

7.8 Interception (Americans only)

+

A. American Armies may intercept moving British Armies

+

under certain circumstances. The American player may attempt

+

to make an interception, subject to some restrictions, when

+

the British Army moves into an adjacent space that contains

+

an American PC marker. To resolve the interception attempt,

+

the American player rolls a die and compares the result to the

+

Agility Rating of the intercepting General. The interception

+

is successful if the result is less than or equal to the Agility

+

Rating; otherwise it fails.

+

B. Interception may not be attempted into spaces which al-

+

ready contain British CUs prior to the entry of the moving

+

Army. British Armies using Naval Movement (7.5) may not

+

be intercepted. British Generals moving without CUs may not

+

be intercepted.

+

C. Successful interception results in the placement of the inter-

+

cepting General and all CUs stacked with him into the space

+

just entered by the British Army. (Exception: If the intercepting

+

General is stacked with more than 5 CUs, all CUs in excess

+

of 5 remain in their original space.) Interception immediately

+

ends the British movement and initiates the Combat Resolu-

+

tion Procedure (9.2).

+

D. American Armies may intercept into spaces which already

+

contain American CUs. In this case the American player may

+

be required to remove an excess General of his choice to the

+

Reinforcement Box prior to the resolution of the battle. Once

+
+
+

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+

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+

© 2009, 2014 GMT Games, LLC

+

an interception takes place, the Americans may not attempt a

+

retreat before battle.

+

E. Multiple Armies may attempt to intercept into the same space,

+

but the first successful interception immediately ends British

+

movement, causes a battle and prevents any further interceptions

+

by other Armies from occurring during that activation. No Army

+

may attempt interception more than once per Strategy Card

+

played by the British player; i.e., during a British Campaign

+

event each American Army is allowed a total of one interception

+

attempt. Whether an interception attempt is successful or not,

+

any Army attempting interception may not subsequently attempt

+

a Retreat Before Battle until the next Strategy Card is played.

+

F. When an interception is successful, the intercepting force is

+

considered to be in the space before the arrival of the moving

+

British Army. If the American Army is subsequently forced

+

to retreat, it may use any legal retreat route from that space, it

+

need not retreat back to the space from which it intercepted.

+

Conversely if the British Army is required to retreat, it must

+

retreat back into the space it left upon entering the intercept

+

space, even if this forces it to retreat back onto an American

+

PC (and thus is forced to Surrender, see 9.63).

+

Example: A British Army enters a space containing an Ameri-

+

can PC Marker, which is adjacent to an American Army led

+

by General Arnold. The American player chooses to attempt

+

interception by rolling the die. Since Arnold’s Agility Rating

+

is a 2, the attempt succeeds on a die roll of 1 or 2. If success-

+

ful, Arnold and his Army (up to 5 CUs) are placed into the

+

Interception space and a Battle is fought. If the die roll is 3

+

through 6, the interception attempt fails and the British Army

+

may continue moving. If any British Army, during the play of

+

this Strategy Card, attacks Arnold’s Army by entering its space,

+

they may not attempt to Retreat Before Battle.

+

7.9 Retreat Before Battle (Americans Only)

+

A. When a British Army enters a space containing an American

+

Army, the American player may attempt to retreat before battle.

+

To resolve the retreat before battle attempt, the American player

+

rolls a die and compares the result to the Agility Rating. If the

+

die roll result is less than or equal to the Agility Rating, the

+

retreat before battle attempt is successful.

+

Special Rule: Washington and Greene enjoy a special +2

+

modification to their Agility Rating when attempting retreat

+

before battle.

+

Reminder: An American Army that has attempted interception

+

(successfully or unsuccessfully) may not attempt retreat before

+

battle if subsequently attacked by a British Army at any point

+

during play of the same Strategy Card.

+

B. If the retreat before battle attempt is successful, the Ameri-

+

can Army conducts a retreat using the battle retreat mechanics

+

and restrictions in 9.61. If the American Army has more than

+

5 CUs, only the General and 5 CUs may be retreated. All

+

remaining CUs conduct battle or are overrun as appropriate.

+

If the retreat before battle attempt is unsuccessful, proceed

+

immediately to the Combat Resolution Procedure (9.2). The

+

British Army must stop moving in the space vacated in any

+

case, even if they overrun an American CU left behind. All

+

desired interception attempts resulting from the movement of

+

the British Army into the space need to be resolved before the

+

retreat from battle attempt is made.

+

C. There is no limit on the number of times that a particular

+

American Army may attempt to retreat before battle during a

+

single Strategy Phase; i.e., an American Army attacked during

+

each activation of a British Campaign Event may attempt to

+

retreat before battle in each case.

+

8.0 REINFORCEMENTS

+

During the Reinforcement Phase (5.1), captured Generals are

+

repatriated and potential reinforcing British CUs are determined.

+

Bringing on reinforcements during the Strategy Phase is optional.

+

Neither player is required to do so.

+

8.1 British Reinforcements

+

A. During the Reinforcements Phase, the British player trans-

+

fers all of his Generals currently in the Captured Generals

+

Box into his Reinforcements Box. He also places, from the

+

counter mix, the number of CUs equal to the number showing

+

in the current space on the Game Turn Record Track into the

+
+
+

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+

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+

© 2009, 2014 GMT Games, LLC

+

Reinforcement Box. These CUs are added to any British CUs

+

currently in the Reinforcement Box. There is no limit to how

+

many or how long British CUs can remain in the Reinforce-

+

ments Box.

+

B. Once during the Strategy Phase of each game-turn, the

+

British player may bring on reinforcements by playing an

+

OPS Card, of any value, into the British Reinforcement Card

+

Box. Placing the OPS Card in the box serves as mnemonic to

+

both players that the British have conducted their reinforce-

+

ment activity.

+

C. To bring on reinforcements the British player transfers

+

any number of CUs from the British Reinforcements Box to

+

any one non-Blockaded Port space that does not contain an

+

American CU or PC marker. The British player may, but need

+

not, transfer one of his Generals from the Reinforcements Box

+

to that space. If a British General is already in the space and a

+

new General is brought on, the old General is removed to the

+

Reinforcements Box.

+

Clarifications: The General and all CUs desired (some may be

+

left in the Reinforcement Box) all arrive in the same eligible port

+

space. More than 5 CUs may be brought on if desired, and the

+

British may add these reinforcing CUs to any number of CUs

+

already in the space.

+

8.2 American Reinforcements

+

A. During the Reinforcements Phase (5.1), the American Player

+

transfers any American Generals currently in the Captured

+

Generals Box to his Reinforcements Box.

+

B. Twice during the Strategy Phase of each game-turn, the

+

American player may bring on reinforcements by playing

+

an OPS Card, of any value, into one of the two American

+

Reinforcement Card Boxes. Placing the OPS Card into a box

+

serves as mnemonic to both players that the Americans have

+

conducted one of their two possible reinforcement activities.

+

C. To bring on reinforcements, the American player transfers,

+

from stock, as many CUs as the number on the OPS Card (i.e.,

+

with a 3 OPS Card, 3 CUs) to a single space (just one space

+

guys, doesn’t matter how many OPS you spend or how many

+

CUs you place, you can only stick them all in one single,

+

space) that does not contain a British CU or PC marker. Ad-

+

ditionally he may also transfer to the same space a General

+

from the American Reinforcement Box. If there is an American

+

General already in the space, then the new General takes his

+

place and the old General is returned to the Reinforcement

+

Box. The replaced General may be brought back on during a

+

subsequent reinforcement activity even during the same Game-

+

Turn. Washington may never be sent to the Reinforcement Box,

+

so if CUs are brought on to reinforce Washington’s space, no

+

General may be brought on.

+

Clarification: PC marker status permitting, either player may

+

place reinforcements into a space which contains an enemy

+

General with no CUs. In such a case the General is captured.

+

9.0 BATTLES

+

Combat is resolved in two stages. First the winner of the battle is

+

determined by modified competitive die rolls. Once the winner is

+

ascertained, the number of CUs lost by each side is determined

+

and, unless one side is entirely eliminated, the loser executes a

+

retreat. Combat die rolls are modified by Army strengths, Gener-

+

als’ tactical abilities, Battle Cards and a number of other factors.

+

9.1 Battle Definition

+

A battle occurs when an activated General and his Army are in a

+

space with enemy CUs after any interception and retreat before

+

battle attempts have been resolved. Under some conditions an

+

Overrun (9.7) may occur instead, in which case the activated

+

General and his Army may continue moving. The activated

+

General and his Army are always considered the attacker, even

+

if an interception attempt was successful and resulted in a battle

+

unplanned by the activating player.

+

Design Note: The intercepting force is placed into the space

+

before the attacking force arrives, which causes the battle. The

+

intercepting force remains the defender, but one who selected

+

the actual field of combat and usually was able to prepare posi-

+

tions and surprise the attacker. Two clear historical examples

+

occurred at Monmouth and Cowpens. Interceptions only occur

+

on American PC Markers which represents both the lack of Tory

+

guides and the presence of rebel irregulars who interfered with

+

British reconnaissance and intelligence gathering.

+

9.2 Combat Resolution Procedure

+

Step 1: The attacker declares and plays a Battle Card or

+

discards an Event Strategy Card (6.33) if he wishes to do

+

so. Then the defender may play a Battle Card or discard an

+

Event Strategy Card. Each player may only play or discard

+

one card. (Special: If the “Benedict Arnold Treason!” event

+

is played (not discarded by the American player), take all the

+

actions specified on the card immediately. If the conditions for

+

an overrun now exist, conduct an overrun procedure in lieu

+

of continuing the battle procedure. Note that Arnold may be

+

removed from the battle space or from some other location on

+

the board. If Arnold is removed from the battle, the American

+

force, even if attacking, continues the battle.)

+
+
+

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+

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+

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+

Step 2: Each player rolls a die to determine his General’s

+

Actual Battle Rating for this battle; see Table 9.3.

+

Step 3: The players determine and agree on the total die roll

+

modifiers (DRM) for each side using the procedures specified

+

in section 9.4.

+

Step 4: Each player rolls a die and adds to it the DRM for

+

their side. If the attacker’s total is greater than or equal to the

+

defender’s total, the attacker wins the battle.

+

Step 5: The CU losses to both sides are determined using the

+

procedures specified in section 9.5.

+

Step 6: The losing side, which may consist only of a General

+

if the losses were great enough, conducts a retreat using the

+

procedures specified in 9.6.

+

Step 7: If the Americans win, advance the French Alliance

+

Marker by one space (12.1). If the British lose 3 CUs or more,

+

including through Surrender (9.63), flip the Turn Counter to the

+

“No British Regulars Advantage” side if the British Regulars

+

Advantage is still in effect.

+

9.3 Determining a General’s Actual Battle

+

Ratings

+

A General’s Potential Battle Rating depicts the range of per-

+

formance that General and his subordinates may have during a

+

particular Battle. For each General, roll a die. On a die roll of

+

1-3, the General’s Battle Rating is halved (round fractions down);

+

on a die roll of 4-6, the General receives his full, printed Battle

+

Rating. Important Exception: A General’s Actual Battle Rating

+

can never be greater than the number of friendly CUs stacked

+

with him. If there is no General in the battle, then the Actual

+

Battle Rating is automatically zero. The Actual Battle Ratings

+

are included in each side’s calculation of the combat DRM as

+

described below.

+

Table 9.3 Actual Battle Rating

+

Die Roll General’s Battle Rating

+

+

1-3

+

General receives half Battle Rating (rounded down)

+

as a drm—but never greater than the number of

+

CUs in his Army.

+

+

4-6

+

General receives his printed, full Battle Rating as

+

a drm—but never greater than the number of CUs

+

in his Army.

+

9.4 Determining Combat Die Roll Modifiers

+

Each side calculates a Combat DRM by adding to the number of

+

CUs on that side all the appropriate modifiers. These modifiers

+

are tabulated in Table 9.4 and the conditions related to each are

+

described below.

+

Table 9.4 Combat Resolution Die Roll Modifiers

+

+X Where X is the number of CUs for that side

+

+Y Where Y is the Actual Battle Rating of that side’s

+

General (9.3)

+

+1

+

British Regulars’ Advantage (9.41)

+

+1

+

Royal Navy Support (9.42)

+

+1

+

Militia (9.43)

+

+2

+

American Winter Offensive (9.44)

+

+2

+

Battle Card (9.45)

+

+1

+

Discard of an enemy Event Card (9.45)

+

+1

+

Interception (9.46)

+

9.41 British Regulars’ Advantage

+

During set up of the game, the Game-Turn

+

marker is placed with the British “Regulars” side

+

face up on the Game Turn Record Track. The

+

British receive a +1 DRM in all battles until the

+

British Regulars’ Advantage is lost. The British

+

Regulars’ Advantage is lost immediately if the British lose 3 or

+

more CUs in a single battle or through Surrender (9.63). The

+

British may also lose the British Regulars’ Advantage as a result

+

of the play of the “Baron Von Steuben Trains the Continental

+

Army” Strategy Event Card.

+

When the British Regulars’ Advantage is lost, flip

+

the Game-Turn marker to the “No Regulars” side

+

for the remainder of the game. If the British

+

Regulars’ Advantage is lost during one of the

+

activations of a Major/Minor Campaign event, the

+

advantage is lost immediately and will apply during any subse-

+

quent battles caused by the remaining activations of the cam-

+

paign. When the British lose the British Regulars’ Advantage,

+

also advance the French Alliance marker by 2 spaces (unless

+

France has already entered the war; see 12.1).

+

9.42 Royal Navy Support

+

The British forces receive a +1 DRM for support by the Royal

+

Navy if the Battle takes place in a port space regardless of the

+

PC status of the port. (Exception: If the battle takes place in a

+

fortified port space [i.e., Charleston SC, Philadelphia PA, Que-

+

bec or Montreal] the DRM is only used if the space contains a

+

British PC marker.) The British do not receive the +1 DRM for

+

Royal Navy support if battle takes place in a port that is in a

+

Blockaded Zone (12.3).

+

9.43 Militia Support

+

The side with the most PC markers in the colony receives a +1

+

DRM for Militia. If both sides have equal numbers of PC markers

+

in the colony then neither player receives this DRM. To control

+

the Canadian Militia, Montreal and Quebec must be controlled.

+
+
+

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+

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+

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+

9.44 American Winter Offensive

+

If an American Army commanded by Washington is the at-

+

tacker and it was activated by the last Strategy Card played in

+

the Strategy Card Phase, then the American force receives a +2

+

DRM. If the last Strategy Card played is a Campaign card, then

+

Washington’s Army (only) receives this DRM regardless of the

+

sequence of activations.

+

9.45 Battle Card Bonus

+

Event Strategy Cards can be used to generate Battle DRM ben-

+

efits. During Step 1 of the Combat Resolution Procedure (9.2)

+

each player (attacker first) can play, or discard, one Event Strategy

+

Card to receive a DRM; see 6.33. Event Strategy Cards which are

+

Battle Cards (those cards with their titles printed in a colored box)

+

provide a +2 DRM. A discarded Event Strategy Card provides a

+

+1 DRM. (Reminder: It should be noted that Rule 6.33 does not

+

permit the retrieval of an Event Strategy Card discarded for the

+

purposes of gaining a +1 DRM in battle.) Event Strategy Cards

+

used for this purpose apply only to a single battle even during

+

activations caused by a Major/Minor Campaign Event. In the

+

event that Battle Cards were played during battles generated by

+

a Major/Minor Campaign Event, delay drawing cards pursuant to

+

the cards’ instructions until after all activations of the campaign

+

have been completed.

+

9.46 Interception Bonus

+

The American side receives a +1 DRM if there was a successful

+

interception attempt; see 7.8.

+

9.5 Determining Combat Losses

+

During Step 5 of the Combat Resolution Procedures, both sides

+

determine their losses.

+

The loser of the battle rolls a die:

+

• on a die roll of 1, 2 or 3, 1 CU is lost;

+

• on a die roll of 4 or 5, 2 CUs are lost;

+

• on a die roll of 6, 3 CUs are lost.

+

The winner of the battle rolls a die:

+

• If the losing side had no General, the winning side los-

+

es 1 CU if the die roll is 1.

+

• If the losing General has an Agility Rating of 1, the

+

winning side loses 1 CU if the die roll is 1-2.

+

• If the losing General has an Agility Rating of 2, the

+

winning side loses 1 CU if the die roll is 1-3.

+

• If the losing General has an Agility Rating of 3, the

+

winning side loses 1 CU if the die roll is 1-4.

+

Special: Casualties could potentially leave a winning General

+

with no CUs. In such a case, if the General is on a space contain-

+

ing a friendly PC marker or on an uncontrolled space he remains

+

on the map with no CUs; but if he is located in a space with an

+

enemy PC marker, he is captured.

+

9.6 Resolving Retreats

+

9.61 Retreat Mechanics

+

A. The losing General and Army must retreat to an adjacent

+

space that is not occupied by an enemy CU nor an enemy PC

+

marker. If this basic requirement cannot be satisfied, the losing

+

General and Army must Surrender (9.63).

+

B. Subject to the basic retreat requirements, if the attacker

+

loses the battle, the surviving General and Army must retreat

+

into the space from which it entered the battle. If the defender

+

loses the battle the surviving General and Army may retreat

+

into any space other than the one from which the attack origi-

+

nated. The retreating force may not be split up; all must retreat

+

to the same space. A defending Army which intercepted into

+

the battle space is not required to retreat into the space from

+

which it intercepted.

+

Retreat Clarification

+

Surviving Combat Units (attacker or defender) without a

+

General may retreat after losing a battle (such British CUs

+

may retreat by sea if otherwise eligible). Note that the at-

+

tacker could be left without a General if Benedict Arnold

+

is the attacking General and the Benedict Arnold event is

+

played as a Battle Card by the defender.

+

+

9.62 British Retreat By Sea

+

A defending British General and any surviving CUs that lose a

+

battle in a port space may be able to retreat by sea. Retreat by

+

sea is only allowed if the battle space is not a blockaded port and

+

is not a fortified port (Charleston SC, Philadelphia PA, Quebec,

+

or Montreal) without a British PC marker in it. The retreating

+

force may retreat to any other non-Blockaded port that does not

+

contain an American CU or PC marker. The British player may

+

choose to retreat by sea even if other legal retreat options exist.

+

Note that the British may not retreat by sea when they are the

+

attacker because the attacker must retreat to the space from which

+

they entered the battle. American and French Generals and CUs

+

can never retreat by sea.

+

9.63 Surrenders

+

If a General and surviving CUs cannot conduct a legal retreat,

+

they must Surrender. CUs that Surrender are eliminated, while

+

Surrendering Generals are captured. Place the General counter

+

into the Captured Generals Box on the map board; see 7.6.

+

A. If the attacker enters the battle from a space that contains

+

an enemy PC marker and loses, then the attacking Army must

+

Surrender since it must retreat back to the space from which it

+

entered the Battle and that space contains an enemy PC marker.

+

B. The defending General and any surviving CUs must Sur-

+

render if:

+

• all of the spaces adjacent to the battle space contain

+

enemy CUs or PC markers, and

+

• a retreat by sea is not possible, and

+

• the only remaining space is the space from which the

+

attacker entered the battle (which is not a legal retreat

+

space for the defender).

+
+
+

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+

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+

Design Note: Moving an Army into battle from an enemy con-

+

trolled space is very risky because if you lose the battle the

+

Army will have to Surrender. Effectively this is what happened

+

to General Burgoyne at the Battle of Saratoga.

+

Combat Example: General Burgoyne and 5 CUs march into

+

Saratoga by way of Ticonderoga. American General Gates and

+

5 American CUs are in Saratoga. Not wishing to retreat before

+

battle, Gates stands and fights. The British discard an Event card

+

to gain a +1 DRM. The Americans play Battle Event, “Morgan’s

+

Riflemen” for a +2 DRM. Next, each General rolls a die to deter-

+

mine their Actual Battle Rating. Burgoyne rolls a “4” and receives

+

his full, printed Battle Rating of “2” for a +2 DRM. Gates rolls

+

a “1” and receives only half of his printed Battle Rating for a +1

+

DRM.” Next, both players determine their combat DRMs: The

+

British get +5 for their 5 CUs, +2 for General Burgoyne’s Battle

+

Rating (determined above), +1 for the British Regulars bonus

+

(which is still in effect), and +1 for the discard of an Event card

+

for a total of +9. The Americans get +5 for their 5 CUs, +1 for

+

Gates’ Battle Rating (determined above), +1 for the militia of New

+

York (the Americans control more PC markers in the Colony), and

+

+2 for the play of the Battle Event for a total of +9. Each player

+

then rolls a die and adds their Combat DRM: The British roll a

+

“3” which is modified to 12. The Americans roll a “4” which is

+

modified to “13.” The attacker’s modified die roll must be greater

+

than or equal to the defender’s modified die roll in order to be

+

victorious. In this case, the attacker’s modified roll is less than

+

the defender’s modified roll so the Americans win! Next, combat

+

losses must be determined. The British lost the battle so they roll

+

a die and consult the Combat Losses Chart (9.5). Rolling a “5”

+

they lose 2 CUs and must retreat. The Americans must check to

+

see if they suffer any losses. Noting the losing General’s Agility

+

Rating (Burgoyne has an Agility of “1”), the Americans roll a die

+

and consult the Combat Losses Chart (9.5). Rolling a “2” the

+

Americans find they lose 1 CU. Note that the winner will never

+

lose more than 1 CU and will often times not suffer any losses.

+

Now the losing General must retreat what is left of his Army. Since

+

Burgoyne was the attacker and must retreat, he must retreat to the

+

space from which he entered combat—in this case, Ticonderoga.

+

Unfortunately, this space is American-controlled. This results

+

in Burgoyne surrendering the remainder of his Army. Burgoyne

+

is placed in the “Captured Generals” box and his 3 CUs are

+

removed from the map and placed back into the player’s stock.

+

Since the British lost 3 or more CUs in this battle, the British lose

+

their “Regulars” advantage for the remainder of the game. The

+

Turn marker is flipped on the Turn track to note this. The French

+

Alliance marker is adjusted +1 for the American victory and +2

+

for the loss of the British Regulars.

+

9.7 Overruns

+

An overrun occurs when an activated General with either 4 or 5

+

CUs enters a space occupied by 1 enemy CU without a General.

+

The moving Army declares an overrun, removes the enemy CU,

+

and if it has any remaining movement may continue. Any inter-

+

ception attempts are resolved before the overrun is conducted.

+

After a successful overrun the activated Army does not roll for

+

losses. If a defending General is present or there is more than 1

+

CU present, the attacking Army must end its movement and a

+

battle occurs. (Clarification: If the Arnold counter is removed as

+

a result of play of the “Benedict Arnold Treason!” Battle Card,

+

the General is removed as Step 1 of the Combat Resolution

+

Procedure. If at that time only 1 American CU remains, and the

+

British are attacking with either 4 or 5 CUs, an overrun occurs.

+

If the Americans are attacking when Arnold is removed, even

+

with 4 or 5 CUs, an overrun does not occur and battle results).

+

10.0 POLITICAL CONTROL

+

A. Political control of the colonies and Canada determines

+

who wins a game of Washington’s War. Political control is

+

determined by the number of PC markers in each colony. Each

+

space on the board may be in one of three states:

+

• American control, denoted by an American PC marker;

+

• British control, denoted by a British PC marker, or

+

• Uncontrolled, denoted by the absence of a PC marker.

+

No space ever contains more than one PC marker.

+

B. Colonies are controlled by the side that has the majority

+

of PC markers in them. If both sides have equal numbers,

+

or if there are no PC markers in the colony, the colony is

+

uncontrolled. Canada is not a colony, but will count toward

+

achieving Victory Conditions (13.0). To control Canada, the

+

controlling side must control both the Montreal and Quebec

+

spaces. Control of Fort Detroit is irrelevant in determining

+

control of Canada.

+

C. Players may place friendly PC markers and remove en-

+

emy PC markers through play of Strategy Cards during the

+

Strategy Phase (5.3). Players also place friendly PC markers

+

and remove enemy PC markers during certain activities of the

+

Political Phase (5.6).

+
+
+

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+

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+

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+

10.1 Placing and Removing PC Markers during

+

the Strategy Phase

+

10.11 Placing and Flipping PC Markers with OPS Cards

+

Each side uses a slightly different mechanic for placing PC

+

markers with OPS Cards.

+

A. American:

+

(i.) To place or flip PC markers, the American

+

plays an OPS Card face up on the Discard

+

pile. The number on the OPS Card indicates

+

how many PC actions he may take, i.e., how

+

many PC markers he may potentially place

+

or flip. Example: If a 3 OPS Card is played

+

the American could place up to three American PC markers

+

or flip up to three British PC markers to the American side

+

or any combination of placing and flipping, subject to the

+

restrictions on both.

+

(ii.) As one PC action the American player can place an

+

American PC marker into any space not containing a PC

+

marker of either side nor containing a British CU. (Excep-

+

tion: see iv below.)

+

(iii.) As one PC action the American player may flip a Brit-

+

ish PC marker to its American PC marker side if there is

+

an American General in the space. The American General

+

does not need to have any CUs in the space. Note: Generals

+

without CUs may not move into a space with an enemy PC

+

(7.4), so the situation where an American General is in a

+

space with a British PC only occurs through some indirect

+

combination of moves/events.

+

Design Note: This rule differs from the similar rule for the

+

British and gives the Americans a slight edge. It represents

+

the ability of the American leaders (political as well as

+

Generals) to revitalize the revolution in areas that were not

+

garrisoned by British troops.

+

(iv.) Continental Congress dispersed (“Pennsylvania

+

and New Jersey Line Mutinies”): The American player

+

may not use OPS Cards or an Event discard to place PC

+

Markers if the Continental Congress is dispersed (7.7) or

+

if the “Pennsylvania and New Jersey Line Mutinies” Event

+

Strategy Card has been played as the event during the current

+

turn. The Americans may still flip PC markers with an OPS

+

Card play (see iii above). The Americans can still remove

+

PC markers by discarding an Event card (6.32.B.iii). The

+

Americans can still play Events to place PC markers.

+

Continental Congress Dispersed Clarification

+

In addition to the ability to use an OPS card to flip (but

+

not place) a PC under these conditions, the Americans

+

may discard an event to flip (but not place) a PC marker

+

as in 10.11.A.iii.

+

B. British:

+

(i.) To place or flip PC markers, the British

+

play an OPS Card face up on the Discard

+

pile. The number on the OPS Card indicates

+

how many PC actions he may take, i.e., how

+

many PC markers he may potentially place

+

or flip. Example: If a 2 OPS Card is played

+

the British could place up to two British PC markers or flip

+

up to two American PC markers to the British side or any

+

combination of placing and flipping, subject to the restric-

+

tions on both.

+

(ii.) As one PC action the British player can place a British

+

PC marker into any space not containing a PC marker of

+

either side, nor containing an American Unit. Important: All

+

new British PC markers must be placed in spaces adjacent to

+

spaces already containing British PC markers. PC markers

+

newly placed or flipped as a result of a PC action taken with

+

the play of the current OPS Card do not satisfy the require-

+

ment that new played British PC markers be placed adjacent

+

to existing British PC markers (i.e., no “daisy chaining”).

+

Example: The British begin the game with a PC marker

+

in Montreal. The British player plays a 2 OPS Card and

+

declares he will use it to place PC markers. The first PC

+

marker is placed in Oswego which is adjacent to Montreal.

+

The second PC marker, however, may not be placed in Fort

+

Stanwix even though Fort Stanwix is adjacent to Oswego

+

since Oswego did not have a PC marker at the beginning

+

of the card play. The second PC marker will have to be

+

placed elsewhere.

+

Important: For the British, all ports are considered to be

+

adjacent to each other for all purposes regardless of the

+

placement of the French Navy if present.

+
+
+

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+

(iii.) As one PC action the British player may place a Brit-

+

ish PC marker or flip an American PC marker to its British

+

PC marker side if there is a British Army (i.e., a General

+

and at least 1 CU) in the space. This action can take place

+

in any space; it need not be adjacent to an existing British

+

PC marker.

+

Design Note: This capability allows the British player to

+

move an Army into a new area, gain control of one space and

+

then, in subsequent card plays, begin placing PC markers

+

adjacent to the recently controlled space. This represents the

+

ability of the British Army to systematically pacify a region

+

through the use of selective arrests, local offers of amnesty,

+

seizure of armament stores and gaining political control of

+

local militias and community governments. Howe’s pacifi-

+

cation of New Jersey in the late summer and fall of 1776

+

provides an historical example.

+

10.12 Placing and Removing PC Markers with Event

+

Strategy Cards

+

A. During the Strategy Phase, Event Strategy Cards played as

+

events may allow for the placement or removal of PC markers.

+

The conditions pertaining to these events vary widely from card

+

to card so it is important to implement the text on the card spe-

+

cifically and literally. For example an enemy PC marker may

+

not be flipped if the event text specifies “place PC markers”.

+

There are usually geographic constraints as well as restrictions

+

regarding the other counters that may be in the space.

+

B. Event Strategy Cards may also be discarded per Rule 6.32

+

to allow one PC action to be taken on a space adjacent to a

+

current friendly PC marker. Important: The restriction that

+

the PC being placed or removed be adjacent to a friendly PC

+

applies to both sides in this case. That action may be to:

+

• place or flip one PC adjacent to a friendly PC subject

+

to the additional restrictions for each side in itemized

+

in Rule 10.11, or

+

• remove one enemy PC from a space which is adjacent

+

to a space containing a friendly PC counter and that is

+

not occupied by an enemy CU, an American General or

+

the Continental Congress.

+

Play of any Campaign Event Strategy Card by the British

+

provides the option of executing a Landing Party which al-

+

lows the British player to place a British PC marker or flip an

+

American PC marker under certain circumstances; see 7.2.B.

+

10.2 The Political Control Phase

+

The Political Control Phase consists of three segments, executed

+

in specific order:

+

1. Continental Congress Segment

+

If the Continental Congress counter is in the Continental

+

Congress Dispersed Box, the American player must place

+

it in on the map, in any space in the Thirteen Colonies (not

+

Canada) containing an American PC Marker but no British

+

playing pieces. If there are no such spaces available, the

+

Continental Congress counter remains out of play until the

+

Continental Congress Segment of the next Game-Turn. Note

+

that dispersing and subsequent placement in a different space

+

is the only way in which the Continental Congress counter

+

can change locations on the map.

+

2. Place PC Markers Segment

+

Each player places a PC marker in any uncontrolled space

+

and flips to friendly control any enemy PC marker in any

+

space currently occupied by one of his Armies. British

+

players place/flip PC markers even in spaces which are not

+

adjacent to extant British PCs. Neither side may place PC

+

markers in spaces that are occupied by a friendly General

+

with no CUs nor occupied by CUs without a General.

+

3. Remove Isolated PC Markers Segment

+

The American player removes all of his PC markers that

+

are isolated as defined in Section 10.3. After all isolated

+

American PC markers have been removed, the British player

+

removes all of his PC markers that are isolated. Because the

+

American player removes PC markers first, British PC mark-

+

ers that appeared to be isolated may no longer be isolated.

+

10.3 Determining PC Marker Isolation

+

During the Remove Isolated PC Markers segment of the Politi-

+

cal Control Phase, each player, in turn, American player first,

+

evaluates each friendly PC marker to determine if it is isolated.

+

Determining PC marker isolation differs slightly for each side.

+

10.31 American PC Marker Isolation

+

A. An American PC marker is NOT isolated if it can trace a

+

path through adjacent American controlled spaces to:

+

• an uncontrolled space that does not contain a British

+

CU, or

+

• a space containing the Continental Congress, or

+

• an American controlled space containing an American

+

or French CU, or

+

• an American controlled space containing an American

+

or French General.

+

(Note: The path traced to avoid possible isolation may be

+

traced through American controlled spaces that are occupied

+

by British CUs or British Generals unaccompanied by CUs.)

+
+
+

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+

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+

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+

Example 1: Newport, RI (space “C”) is uncontrolled. The Ameri-

+

can PC markers in space “B” and space “A” can trace to space

+

“C” since it is uncontrolled and does not contain a British CU.

+

If space “C” contained a British CU, then both spaces “A” and

+

“B” would be isolated.

+

Example 2: Newport, RI (space “C”) contains the Continental

+

Congress. The American PC markers in spaces “A” and “B” can

+

trace to space “C” since it contains the Continental Congress.

+

Space “C” would never be isolated since its space contains the

+

Continental Congress.

+

Example 3: Spaces “A,” “B” and “C” each contain American

+

PC markers. Space “A” contains an American CU. This allows

+

the PC markers in spaces “B” and “C” to trace to space “A.”

+

The same would be true if space “A” contained a French CU,

+

or an American/French General (with or without CUs). If space

+

“A” did not contain an American/French CU or General then

+

all three spaces would be isolated and removed. If space “C”

+

contained a British CU, space “B” would still be able to trace

+

through space “C” to the American CU in space “A” since space

+

“C” contains an American PC marker.

+

B. If the PC marker is isolated, it is removed during the Remove

+

Isolated PC Markers Segment. If there are adjacent American

+

PC markers that are also isolated, all adjacent isolated Ameri-

+

can PC markers are removed simultaneously.

+

10.32 British PC Marker Isolation

+

A. A British PC marker is not isolated if it can trace a path

+

through adjacent British controlled spaces to:

+

• An uncontrolled space that does not contain an Ameri-

+

can/French CU or General, or

+

• a British controlled port, including itself, regardless of

+

the port’s Blockade status, or

+

• a British controlled space containing a British CU.

+

(Note: The path traced to avoid possible isolation may be

+

traced through British controlled spaces that are occupied by

+

American/French CUs or American/French Generals unac-

+

companied by CUs.)

+

Example 1: Hartford, CT (space “B”) is uncontrolled. Space “A”

+

can trace to the uncontrolled space “B” and thus avoid isola-

+

tion. If space “B” contained an American PC marker, space “A”

+

would still not be isolated since the British can always trace to

+

a British-controlled port. Space “A,” being a British-controlled

+

port, would therefore, never be isolated. If Space “B” contained

+

an American/French CU or an American/French General and

+

space “A” were not a port, then space “A” would be isolated.

+
+
+

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+

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+

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+

Example 2: Space “A” is British-controlled but is surrounded by

+

spaces “B,” “C,” and “D” which contain American PC mark-

+

ers. Space “A” is not isolated because it contains a British CU.

+

Example 3, Mutual Isolation: Spaces “A” and “B” are British-

+

controlled and isolated by virtue of the American PC markers

+

in all the adjacent spaces. Spaces “C” and “D” are American-

+

controlled and are similarly isolated by the surrounding British-

+

controlled spaces. American isolated PC markers are removed

+

before the isolated British PC markers. In this case, when this

+

is done, spaces “C” and “D” will be uncontrolled. This then

+

allows spaces “A” and “”B” to trace to the newly uncontrolled

+

spaces “C” and “D.” No longer isolated, the British PC markers

+

in spaces “A” and “B” remain on the map and are not removed.

+

B. If the PC marker is isolated, it is removed during the Remove

+

Isolated PC Markers Segment.

+

If there are adjacent British PC markers that are also isolated,

+

all adjacent isolated British PC markers are removed simul-

+

taneously.

+

Design Note: The PC Isolation rules represent the gradual

+

solidification of popular support in a region. While a space

+

remains uncontrolled, the actual sentiments of the region

+

are indeterminate. Once all the spaces are controlled, local

+

sentiments crystallize and the minority opinion is driven un-

+

derground unless they are supported by regular troops (British

+

or American) or by a reasonably well organized and supported

+

militia (i.e., an American/French General).

+

11.0 WINTER ATTRITION

+

In the Winter Attrition Phase (5.4), CUs are subject to removal.

+

There are different rules for British, American and French CUs.

+

Winter Quarters spaces are denoted on the map by a square or a

+

eight-point star (fortified port) space. Generals, the Continental

+

Congress, and the French Navy are always immune to Winter

+

Attrition.

+

11.1 British

+

British CUs in a Winter Quarters space, or south

+

of the Winter Attrition Line, do not lose any CUs

+

due to Winter Attrition. British CUs north of the

+

Winter Attrition Line, that are not in a Winter

+

Quarters space, lose half their strength, fractions

+

rounded down. For example, 5 British CUs in Reading PA would

+

lose 2.5 CUs rounded down to 2 CUs, leaving 3 CUs in the space.

+

Similarly, a space containing 3 CUs would be reduced to 2 CUs.

+

An Army with 1 CU never loses any CUs to Winter Attrition. To

+

determine the Winter Attrition result for a single British CU,

+

unaccompanied by a General, north of the Winter Attrition Line

+

and not in a Winter Quarters space, roll a die. On a die roll of

+

1-3, remove the CU from the map. On a die roll of 4-6, the CU

+

avoids Winter Attrition.

+

11.2 American

+

American CUs suffer Winter Attrition regardless

+

of their location. Stacks of American CUs lose

+

half their strength, fractions rounded down. A

+

single American CU in a space if accompanied

+

by an American or French General is never re-

+

moved for Winter Attrition. To determine the Winter Attrition

+

result for a single American CU, unaccompanied by a General,

+

roll a die. On a die roll of 1-3, remove the CU from the map. On

+

a die roll of 4-6, the CU avoids Winter Attrition. (Note: One

+

playtester uses the mnemonic rhyme: “One through threes, it

+

flees; four through six, it sticks.”)

+

Important Exception: Up to 5 CUs stacked with General

+

Washington are exempt from Winter Attrition losses if they are

+

in a Winter Quarters space or are south of the Winter Attrition

+
+
+

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+

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+

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+

Line. If Washington is stacked with more than 5 CUs, all the

+

excess CUs are evaluated for Winter Attrition as if they were

+

alone in the space.

+

Example: Washington and 6 CUs are in Philadelphia PA, a

+

Winter Quarters space. Five CUs are exempt from loss. The fate

+

of the sixth CU must be determined by die roll.

+

11.3 French

+

French CUs that are in a space with at least one

+

American CU suffer Winter Attrition as if they

+

were American CUs. French CUs that are in a

+

space with only French CUs suffer Winter Attri-

+

tion as if they were British CUs. When both

+

French and American CUs are in the same space, the American

+

player determines which CUs are removed for losses, if any.

+

12.0 French Alliance

+

There is a ten space French Alliance Track on the

+

map numbered from 0 to 9. The final space on the

+

track is the “French Alliance Space.” At the begin-

+

ning of the game, the French Alliance Marker is

+

placed in the 0 space on the track.

+

12.1 Moving the French Alliance Marker

+

The French Alliance Marker may advance (towards the “French

+

Alliance” space) or decrease (away from the “French Alliance”

+

space) as follows:

+

• Each time the British lose a battle the marker is ad-

+

vanced +1 space. Overruns count as a battle for this

+

purpose.

+

• If the British lose the “Regulars” advantage (for any

+

reason), the marker is advanced +2 spaces. This can

+

only occur once per game.

+

• When the “Hortelez et Cie Clandestine French Aid”

+

Event Strategy Card is played as an event, the marker

+

is advanced +2 spaces.

+

• When the “Benjamin Franklin: Minister to France”

+

Event Strategy Card is played, the marker is advanced

+

+4 spaces.

+

• If George Washington is captured (and consequently re-

+

moved from the game), the marker is decreased -3 spac-

+

es (away from the “French Alliance” space). Note that

+

the marker cannot be decreased lower than the “0” box.

+

12.2 Consequences of French Alliance

+

A. When the French Alliance marker enters the “French Al-

+

liance” space on the French Alliance Track (space 9 on the

+

track), the French sign an alliance with the Americans, enter

+

the war, and a multinational European War soon breaks out.

+

The French Alliance Track and marker are no longer needed

+

for the rest of the game.

+

B. The French Alliance event is implemented after the current

+

Strategy Card has been fully resolved. Additional activations

+

of a Major/Minor Campaign Strategy Event, if necessary, are

+

completed before the French Alliance event is implemented.

+

Implement the French Alliance by taking the following actions:

+

(i.) The American player places the French Navy in any

+

Blockade Zone on the map. During subsequent French Navy

+

Phases (5.5), including the current Game-Turn, the American

+

player may reposition the French Navy.

+

(ii.) The American player places the French General Ro-

+

chambeau and the 5 French CUs in any single port space

+

that does not contain a British CU or a British PC marker.

+

If no port spaces meeting these restrictions are available,

+

Rochambeau and the French CUs are placed in the American

+

Reinforcements Box. The American player does not have

+

the option of delaying the placement of the French Forces

+

if a suitable port exists. Thereafter, the American player can

+

bring them into the game by playing an OPS Card of any

+

value into one of the American Reinforcement Boxes and

+

placing all the French forces into a single port that does not

+

contain a British CU or a British PC marker. If any French

+

forces are brought on as Reinforcements, then all must be

+

brought on; the American cannot bring on some at one time,

+

and others at a different time.

+

(iii.) Flip the French Alliance Marker to its

+

European War side Place and place it on the

+

next Game-Turn of the Game-Track as a

+

mnemonic that the European War will be in

+

effect. The European War does not occur

+

until the End Phase (5.7) of the current Game-turn. Many

+

Strategy Event Cards have conditions that require that the

+

European War to be in effect or not in effect. The remainder

+

of the current Strategy Phase is played with the European

+

War not in effect. During the End Phase of the current Game-

+

Turn, the British Player removes 2 British CUs from any

+

space or spaces on the map. These CUs may be removed

+

from any spaces on the map, including Blockaded Ports, at

+

the British player’s option. They may be removed from two

+

different spaces. They may not be removed from the British

+

Reinforcement Box.

+

(iv.) Reshuffle the deck at the end of the turn.

+

Design Note: The outbreak of General war in Europe had a

+

large, but mixed, impact on the American Revolution. There

+
+
+

Washington’s War Rules Manual

+

23

+

© 2009, 2014 GMT Games, LLC

+

was a revival of previously waning British popular support

+

for continuing the conflict now that their historical foes—the

+

French, Spanish and Dutch—were involved. The British army

+

and navy were increased in size, but many additional domin-

+

ions, particularly in the West Indies, were now at risk. Lord

+

Germain was forced to divert troops and other support from

+

North America to protect these locations. Events occurring

+

all over the world, including as far away as the Indian Ocean,

+

begin to impact the war in the Thirteen Colonies. These events

+

are reflected by a number of Event Strategy Cards.

+

C. Rochambeau and French CUs are treated

+

identically as American Generals and CUs in

+

every respect except Winter Attrition (11.0). When

+

activated Rochambeau can move both American

+

and/or French CUs. Rochambeau may be used to attempt in-

+

terception or retreat before battle. American Generals, when

+

activated may move French CUs as if they were American.

+

During PC actions, either in the Strategy Phase or the Political

+

Phase, French CUs and Rochambeau are treated as American

+

CUs and Generals. During Winter Attrition French CUs may

+

be treated as either American or as British depending on the

+

composition of CUs in each space; see 11.3. The 5 French CUs

+

can only enter the game via the French Alliance and cannot

+

be replaced if eliminated during play. All references in the

+

rules or on the cards to an American General or American units

+

includes Rochambeau and French CUs.

+

12.3 French Navy

+

The French Navy has several game effects that

+

affect the British. When brought on initially and

+

during every subsequent French Navy Phase, the

+

French Navy may be placed in any one of seven

+

Blockade Zones. Once in play the French Navy

+

marker can only be moved during the French Naval

+

Phase. Every port space on the map is in one of the

+

Blockade Zones:

+

Blockade Zone

+

Ports

+

St. Lawrence

+

Montreal, Quebec

+

New England

+

Falmouth (MA), Boston (MA), Barn-

+

stable (MA), Newport (RI)

+

Long Island Sound

+

New York (NY), Long Island (NY),

+

New Haven (CT)

+

Delaware

+

Philadelphia (PA), Wilmington (DE)

+

Chesapeake

+

Baltimore (MD), Alexandria (VA),

+

Yorktown (VA), Norfolk (VA)

+

Carolinas

+

Wilmington (NC), New Bern (NC),

+

Charleston (SC)

+

South Atlantic

+

Savannah (GA), St. Mary’s (GA)

+

When the French Navy is in a Blockade Zone, all the ports in

+

that zone are affected in five ways:

+

• No port in the Blockaded Zone may receive British Re-

+

inforcements (8.1).

+

• No British Naval Movement (7.5) into or out of a port

+

in a Blockaded Zone is allowed.

+

• No Landing Party (7.2.B) activations may flip Ameri-

+

can PC counters in a Blockaded Zone.

+

• The British may not retreat by sea (9.62) from a port in

+

a Blockaded Zone.

+

• The British do not receive a +1 DRM for Royal Na-

+

val Support (9.42) for combat that takes place in a port

+

space in a Blockaded Zone.

+

Important Note: For purposes of placing, flipping, removing

+

and determining PC isolation (10.0) the Blockade status of a

+

port is irrelevant.

+

If the “d’Estaing Sails to the Caribbean” Event Strategy Card is

+

played, the French Fleet is removed from its Blockade Zone and

+

placed on the current space on the Turn Track. It is placed into any

+

desired Blockade Zone Box during the next French Navy Phase.

+

13.0 VICTORY

+

13.1 Automatic Victory

+

An Automatic Victory may occur during the Strategy Phase or the

+

Winter Attrition Phase of any turn. A British Automatic Victory

+

occurs the instant no American or French Combat Units remain

+

on the map including Canada. An American Automatic Victory

+

occurs the instant no British Combat Units remain in any of the

+

13 Colonies (excluding Canada).

+

13.2 Game Ends Victory

+

If the game ends due to the “North’s Government Falls—War

+

Ends” Special Event Strategy Card, determine the winner by

+

counting the colonies controlled by each side. Canada is counted

+

as a colony for victory determination. The British win if they

+

control six or more colonies at the end of the game. The Ameri-

+

cans win if they control seven or more colonies at the end of the

+

game. If the British and the Americans both achieve victory or

+

neither player achieves victory, then the British win by default.

+

The side with the most Political Control markers in the colony

+

controls the colony. If tied, neither player controls the colony. To

+

control Canada, both Montreal and Quebec must be controlled;

+

see 10.0.

+

For ease of play, square Colony Control

+

markers have been provided for use on

+

the Colony Control Schematic on the

+

map.

+
+
+

Washington’s War Rules Manual

+

24

+

© 2009, 2014 GMT Games, LLC

+

GMT Games, LLC

+

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

+

www.GMTGames.com

+

Activation

+

Campaign Card Activation: 7.2

+

General Activation: 7.1, A

+

Operations Queue Activation: 7.1, B

+

Army

+

Definition: 3.0

+

Placing PC Markers: 10.11 B iii

+

Attrition

+

American Attrition: 11.2

+

British Attrition: 11.1

+

French Attrition: 11.3

+

Winter Attrition Phase: 5.4

+

Winter Attrition: 11.0

+

Battle

+

American Winter Offensive: 9.44

+

Battle Card Bonus: 9.45

+

Battle Cards: 9.45

+

Battle Definition: 9.1

+

British Regulars Advantage: 9.41

+

Combat Die Roll Modifiers: 9.4

+

Combat Losses: 9.5

+

Combat Resolution: 9.2

+

General’s Actual Battle Rating: 9.3

+

Interception Bonus: 9.46

+

Overruns: 9.7

+

Retreat from Battle: 9.6

+

British Retreat By Sea: 9.62

+

Retreat Mechanics: 9.61

+

Royal Navy Support: 9.42

+

Surrender: 9.63

+

British Navy

+

British Naval Movement: 7.5

+

Landing Party: 7.2, B

+

Royal Navy Battle Support: 9.42

+

British Regulars

+

British Regulars Combat Modifier: 9.41

+

Losing British Regulars: 9.41, 12.1

+

Canada

+

Canada as Colony: 13.2

+

Canada Control: 10.0 A/B

+

Cards

+

Battle Cards

+

Battle Card Bonus: 9.45

+

Battle Card Definition: 3.0

+

Dealing Cards: 6.1

+

Event Strategy Cards

+

Battle Card Use: 6.33

+

Discarding: 6.32

+

Event Strategy Card Definition: 3.0

+

Placing PC Markers: 6.31, 6.32 B, 10.12

+

Playing: 6.3, 6.31

+

Removing PC Markers: 6.32 B iii, 10.12

+

OPS Cards

+

Activating Generals: 7.1 A

+

OPS Card Definition: 3.0

+

Playing: 6.2

+

Reshuffling Card Deck: 6.1, 12.2 iv

+

Special Events

+

Benjamin Franklin: 6.34 C ii

+

Declaration of Independence: 6.1 E, 6.34 C i

+

Definition: 6.34 A/C

+

Game Ends Cards: 6.34 C iii

+

Random Selection: 6.34 B

+

Strategy Card Definition: 3.0

+

Strategy Card Phase: 5.2

+

Colony

+

Canada as Colony: 13.2

+

Definition: 3.0

+

Political Control: 10.0 A/B

+

Combat Units (CU)

+

American Unit Definition: 3.0

+

CU Definition: 3.0

+

Unit Denominations: 2.2 A

+

Combat: See Battle

+

Committees of Correspondence

+

Game Set Up: 4.0, Playbook

+

Example of Play: Playbook

+

Continental Congress

+

Continental Congress Segment: 10.2.1

+

Dispersing: 7.7

+

Effects of Dispersing: 10.11 A iv

+

Designers Notes: Playbook

+

End Phase

+

End Phase: 5.7

+

Game Ends: 6.34 C iii, 13.2

+

European War

+

European War: 12.2 B iii

+

Events: See Cards

+

For the King

+

Game Set Up: 4.0, Playbook

+

French

+

French Alliance Effects: 12.2 B

+

French Units as American Units: 3.0, 12.2 C

+

French Units: 11.3, 12.2 C

+

Moving French Alliance Marker: 12.1

+

French Navy

+

Blockade Zone Definition: 3.0

+

Blockade Zone Effects: 12.3

+

French Naval Phase: 5.5

+

French Navy Blockade Zones: 12.3

+

Generals

+

American Generals placing PC Mark-

+

ers: 10.11 A iii

+

Capturing: 7.6, 9.5 Special Note

+

General Placement: 8.1 C, 8.2 C

+

General Ratings

+

Agility Rating Definition: 3.0

+

Definition: 3.0

+

Rating Explanation: 2.2 B/C

+

Strategy Rating Definition: 3.0

+

George Washington

+

Capturing: 7.6 B Special Rule

+

Retreat Before Battle: 7.9 A Special Rule

+

Winter Attrition: 11.2, Important Exception

+

Winter Offensive: 9.44

+

Greene Retreat Before Battle: 7.9 A Special Rule

+

Interception: 7.8

+

Potential Battle Rating Definition: 3.0

+

Reinforcement Box: 4.0, 8.1, 8.2

+

Rochambeau: 12.2 C

+

Isolation

+

American PC Marker Isolation: 10.31

+

British PC Marker Isolation: 10.32

+

Determining PC Marker Isolation: 10.3

+

Remove Isolated PC Marker Segment: 10.2.3

+

Militia

+

Militia Support: 9.43

+

Movement

+

Adjacent Definition: 3.0

+

American Mobility Advantage: 7.3, C

+

British Naval Movement: 7.5

+

Campaign Card Activation: 7.2

+

General Activation: 7.1, A

+

Interception: 7.8

+

Interception Bonus: 9.46

+

Movement Procedure: 7.3

+

Operations Queue Activation: 7.1, B

+

Overruns: 9.7

+

Restrictions: 7.4

+

Retreat Before Battle: 7.9

+

Operations Queue

+

Operations Queue Activation: 7.1, B

+

Overrun

+

Overruns: 9.7

+

Player’s Notes: Playbook

+

Political Control (PC)

+

Canada Control: 10.0 A/B

+

Colony Control: 10.0 A/B

+

Definition: 3.0

+

French Navy Effects: 12.3 Important Note

+

PC Markers

+

American Placing PC Markers: 6.32 B ii,

+

10.11 A

+

British Placing PC Markers: 6.32 B ii,

+

10.11 B

+

Isolation

+

American PC Marker Isolation: 10.31

+

British PC Marker Isolation: 10.32

+

Determining PC Marker Isolation: 10.3

+

Remove Isolated PC Marker Segment:

+

10.2.3

+

PC Markers Segment: 10.2.2

+

Removing PC Markers: 6.32

+

Political Control Marker Definition: 3.0

+

Political Control Phase: 5.6

+

Reinforcements

+

American Reinforcements: 8.2

+

British Reinforcements: 8.1

+

Reinforcements Phase: 5.1

+

Retreat

+

British Retreat By Sea: 9.62

+

Retreat Before Battle: 7.9

+

Retreat Mechanics: 9.61

+

Stacking Limits

+

Definition: 3.0

+

Strategy Phase

+

Strategy Phase: 5.3

+

Surrender

+

Loss of British Regulars: 9.41, 12.1

+

Surrenders: 9.63

+

Victory

+

Automatic Victory: 13.1

+

Game Ends Victory: 13.2

+

Washington’s War Rules Index

+
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