© 2009 GMT Games, LLC

PLAYBOOK

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

1

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

2

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

3

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

GMT Games, LLC

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

www.GMTGames.com

WW Playbook.indd 1

11/4/2009 11:59:48

Washington’s War Playbook

2

© 2009 GMT Games, LLC

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.

WW Playbook.indd 2

11/4/2009 11:59:49

Washington’s War Playbook

3

© 2009 GMT Games, LLC

British Card 1:

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

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

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

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

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

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

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

are considered to be adjacent to one another for all purposes

for the British player—a reflection of the naval dominance

enjoyed by the Army of His Majesty.

American Card 2:

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

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

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

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

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

as other Strategy Cards.

British Card 2:

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

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

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

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

British player also chooses to bring General Cornwallis into the

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

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

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

WW Playbook.indd 3

11/4/2009 11:59:50

Washington’s War Playbook

4

© 2009 GMT Games, LLC

American Card 3:

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.

WW Playbook.indd 4

11/4/2009 11:59:51

Washington’s War Playbook

5

© 2009 GMT Games, LLC

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.

WW Playbook.indd 5

11/4/2009 11:59:51

Washington’s War Playbook

6

© 2009 GMT Games, LLC

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.

WW Playbook.indd 6

11/4/2009 11:59:52

Washington’s War Playbook

7

© 2009 GMT Games, LLC

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.

WW Playbook.indd 7

11/4/2009 11:59:53

Washington’s War Playbook

8

© 2009 GMT Games, LLC

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!

WW Playbook.indd 8

11/4/2009 11:59:53

Washington’s War Playbook

9

© 2009 GMT Games, LLC

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.

WW Playbook.indd 9

11/4/2009 11:59:54

Washington’s War Playbook

10

© 2009 GMT Games, LLC

British Card 6:

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

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

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

American Card 6:

The Americans discard “Lord Sandwich Coastal Raids” to

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

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

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

his hand.

British Card 7:

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

event to flip the PC marker in Savannah, GA.

American Card 7:

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

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

town, SC.

Now we move along to the Winter Attrition Phase.

Winter Attrition Phase

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

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

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

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

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

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

the map and does not desert.

Again, the French Navy Phase is skipped since the French

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

yet in play (see 12.0).

Again, we move along to the Political Control Phase.

Political Control Phase (see 10.2)

The Continental Congress was not dispersed so we can again

skip the Continental Congress placement step.

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

an uncontrolled space that contains one of his Armies or flips

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

his Armies.

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

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

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

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

markers which are isolated. Isolated American PC markers are

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

isolated British PC markers to no longer be isolated.

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

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

WW Playbook.indd 10

11/4/2009 11:59:55

Washington’s War Playbook

11

© 2009 GMT Games, LLC

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

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

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

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

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

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

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

American PC marker in New York, Connecticut, Massachusetts,

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

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

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

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

bring reinforcements into any one of those American-controlled

spaces to avoid isolation en masse.

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

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

isolated.

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

open up the game considerably. Fortunately for the Americans,

the rules regarding PC marker placement will enable them

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

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

some ground.

We now come to the End Phase.

End Phase

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

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

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

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

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

this is not the case so the game continues.

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

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

WW Playbook.indd 11

11/4/2009 11:59:56

Washington’s War Playbook

12

© 2009 GMT Games, LLC

War and Politics

Like the American Revolution that the game models, Washing-

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

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

game is balancing political initiatives with military action. If too

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

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

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

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

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

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

and removal of PC markers.

The successful player is the one who uses his military forces

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

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

preventing his opponent from doing the same.

Play To Your Strengths

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

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

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

certain intrinsic strengths. In any such asymmetrical conflict, it

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

opponent to “play your game.”

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

• They control the sea and may use Naval Movement to

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

this incredible mobility is a British Naval move from

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

versa.

• British-controlled ports cannot be isolated.

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

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

ish to place PC markers into a neutral port anywhere

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

of their own. Conversely, they may remove American

PC markers from un-garrisoned ports by discarding an

Event Card.

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

tacking or defending) and friendly-controlled fortified

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

presence of the Royal Navy.

• The British may use Landing Parties with the play of

a Campaign Card to suddenly descend upon an en-

emy controlled but un-garrisoned port with an entire

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

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

for the Americans to exercise anything resembling firm

control over the coast.

• The British Army is composed of trained regular

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

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

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

Steuben event. Winning battles does much to keep the

French from entering the war and changing the com-

plexion of the game.

• On several game turns, the British get reinforcements

in large quantities. This allows a sudden concentration

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

• British Armies may enter Winter Quarters to avoid any

Winter Attrition. This allows the British to maintain

large armies in the field, something the Americans,

with the exception of Washington and perhaps Ro-

chambeau simply cannot do.

• Lastly, the British Generals, though fewer in number

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

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

American (or French) General.

The British Player will want to harness these advantages to

master his opponent.

The American advantages seem slender to the inexperienced

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

• They may exercise rapid marches overland. Provid-

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

American armies may move five spaces instead of the

usual four spaces. Furthermore, the John Glover Event

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

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

neuver the British inland or to counter a sudden naval

descent upon the coast.

• The Americans have more Generals than the Brit-

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

the game). This allows the Americans to field more

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

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

British elephant.

WASHINGTON’S WAR

PLAYER’S NOTES

by Joel Toppen

WW Playbook.indd 12

11/4/2009 11:59:56

Washington’s War Playbook

13

© 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

WW Playbook.indd 13

11/4/2009 11:59:57

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

WW Playbook.indd 14

11/4/2009 11:59:57

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