© 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
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© 2009 GMT Games, LLC
War and Politics
Like the American Revolution that the game models, Washing-
ton’s War, is both a political conflict as well as a military conflict.
In my opinion, the biggest challenge that players will face in this
game is balancing political initiatives with military action. If too
much emphasis is placed on one dimension to the neglect of the
other, you will lose the game. Before rushing your redcoats or
patriots into a pitched battle, you’d better have a greater purpose
than “killing the enemy.” Conversely, if all you do is place PC
markers, sooner or later you will either lack spaces to place PC
markers, or you will find yourself the victim of mass isolation
and removal of PC markers.
The successful player is the one who uses his military forces
(his armies) in coordination with his political initiatives to gain
control of as many colonies as possible while at the same time
preventing his opponent from doing the same.
Play To Your Strengths
Washington’s War is a game of asymmetrical warfare. That
is to say the British will need to be played completely differ-
ently from how the American side will be played. Each side has
certain intrinsic strengths. In any such asymmetrical conflict, it
is essential that you play to your strengths and try to force your
opponent to “play your game.”
The British strengths are pretty obvious at the start of the game:
• They control the sea and may use Naval Movement to
move from port-to-port. The most extreme example of
this incredible mobility is a British Naval move from
Montreal or Quebec to St. Mary’s, Georgia or vice-
versa.
• British-controlled ports cannot be isolated.
• For the British, all ports are considered to be adjacent
to each other for all purposes. This enables the Brit-
ish to place PC markers into a neutral port anywhere
on the map so long as they control at least one port
of their own. Conversely, they may remove American
PC markers from un-garrisoned ports by discarding an
Event Card.
• British Armies in un-blockaded ports (whether at-
tacking or defending) and friendly-controlled fortified
ports (like Charleston), gain a +1 drm in battle for the
presence of the Royal Navy.
• The British may use Landing Parties with the play of
a Campaign Card to suddenly descend upon an en-
emy controlled but un-garrisoned port with an entire
army—ala Long Island, 1776. The effect of this and
the above two points is that it is very, very difficult
for the Americans to exercise anything resembling firm
control over the coast.
• The British Army is composed of trained regular
troops at the start of the game. This gives the British a
+1 DRM in any battle until this advantage is lost due
to high casualties in a defeat or the play of the Von
Steuben event. Winning battles does much to keep the
French from entering the war and changing the com-
plexion of the game.
• On several game turns, the British get reinforcements
in large quantities. This allows a sudden concentration
of enemy troops to appear in a friendly or neutral port.
• British Armies may enter Winter Quarters to avoid any
Winter Attrition. This allows the British to maintain
large armies in the field, something the Americans,
with the exception of Washington and perhaps Ro-
chambeau simply cannot do.
• Lastly, the British Generals, though fewer in number
than the Americans, are in all but one case (Burgoyne),
at the least equal, and usually superior in battle to any
American (or French) General.
The British Player will want to harness these advantages to
master his opponent.
The American advantages seem slender to the inexperienced
eye, but in fact, they can be quite formidable:
• They may exercise rapid marches overland. Provid-
ed they don’t conduct an overrun or initiate a battle,
American armies may move five spaces instead of the
usual four spaces. Furthermore, the John Glover Event
allows an American army to move six spaces, and en-
gage in Battle. This capability can be used to outma-
neuver the British inland or to counter a sudden naval
descent upon the coast.
• The Americans have more Generals than the Brit-
ish (7 to the British 5; 8 to 5 when the French enter
the game). This allows the Americans to field more
(though smaller) Armies. If well handled, many very
small armies, like a horde of ants, can bring down the
British elephant.
WASHINGTON’S WAR
PLAYER’S NOTES
by Joel Toppen
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• 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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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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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
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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
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