Washington's War Playbook
Washington's War Playbook
PLAYBOOK
TABLE OF CONTENTS
1 Example of Play........................................................ 2
2 Player’s Notes......................................................... 12
3 Design Notes........................................................... 14
WASHINGTON’S WAR
EXAMPLE OF PLAY
I. Setup Strategy Phase
The British player has a Minor Campaign card but does not
Both sides set up their pieces as instructed in 4.0.
wish to use it to go first on the opening turn so using his best poker
Next, the Americans place thirteen “Committees of Cor- face, declines to go first. The Americans, wanting to solidify their
respondence” PC markers, one in each colony which does not position early in the game, opt to go first.
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; American Card 1:
New Brunswick, NJ; New York, NY; New Haven, CT; Newport, The Americans open with a 3 OPS card and use it to place
RI; Falmouth, MA; and Norwich, NH. PC markers. Three PC markers are placed: one in Pittsburgh,
Once the Americans finish placing their Committees of Cor- PA; one in Genesee, NY; and one in Saratoga, NY. This clever
respondence PC markers, the British player places two “For placement effectively blocks the British from placing PC mark-
the King” PC markers in any space which does not contain an ers in these spaces and keeps them from expanding into New
American Playing Piece and which is adjacent to a British PC York and Pennsylvania.
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.
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.
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.
British Card 3: Next both players roll a die to determine their General’s Actual
Not willing to have his purpose thwarted, the British player Battle Rating. Essentially a dr of 1-3 gives the General only half
plays a 2 OPS card and uses this to activate Cornwallis. Note of his Battle Rating (rounded down); whereas a dr of 4-6 gives
that he would not be able to activate General Howe or Car- the General his whole, printed Battle Rating. The British player
leton with such a card; rather, a 3 OPS card would be needed. rolls a ‘2’ and the American rolls a ‘6.’ Cornwallis’ Battle Rat-
Cornwallis may now move with up to 5 CUs four spaces. He ing is halved from 4 to 2; Gates’ however, receives his whole,
takes all 3 CUs stacked in Norfolk, and marches to Alexandria printed Battle Rating of 2.
to engage General Gates before more troops can be raised in
Gates’ Army. Gates cannot intercept when Cornwallis enters Next, the Die Roll Modifiers (drms) are totaled for each side.
Richmond since Richmond contains a British PC marker. 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.
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- British Card 4:
fied to a 10. The British modified roll is just enough to win the Having discarded a card in battle, the British now realize that
battle, as ties go to the attacker. they will not get the last card play of the turn. To avoid the
Next, both sides determine combat losses. The loser (the American’s picking up “Mad Anthony Wayne” in a discard and
Americans) rolls a ‘3’ which results in a loss of a single CU (see using it against him, the British player plans to play that card
9.5). The winner (the British) rolls a die and check the table in last. The British opt to discard “Josiah Martin Rallies North
9.5. Since the losing General, Gates, has an Agility rating of ‘1,’ Carolina Loyalists.” The event is playable but not especially
the British will only lose one CU on a die roll of 1-2. This time useful since the Americans only have one PC marker in NC
the British roll a 5 and so avoid suffering any losses. at the present. By discarding, he may remove an American
PC marker from a space adjacent to a British PC marker and
Now the losing General retreats. Since Gates was not attack- not occupied by American CUs, or the Continental Congress.
ing, he can retreat to any adjacent space which does not contain The British choose to remove the PC marker from Pittsburgh.
an enemy CU, PC, or the space from which the attacker moved
into battle. Gates retreats with 1 CU to Baltimore.
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-
American Card 4: more—his goal. He could march directly into Baltimore but
The road to Philadelphia is open to the north and with several that would entail some risk: If he were to lose the battle with
cards left to play, the Americans are unwilling to risk having Gates in Baltimore, he would be compelled to retreat back
the Congress dispersed by a British Army entering the space. To to the space he entered Baltimore from—Alexandria. Since
cover the capital, the Americans play a 1 OPS card and activate Alexandria still contains an American PC marker, his Army
General Greene and 2 CUs. Using the American Mobility Ad- would be compelled to surrender! This, in turn would result
vantage, Greene is able to march five spaces (though in so doing in the loss of the Regulars drm since 3 CUs would be lost in
is not permitted to either execute an overrun or enter into battle). one battle and the French Alliance marker would move 1 space
Greene marches from Newport to Hartford, to New Haven, to for American victory, and two more spaces for the loss of the
New York, to New Brunswick, and finally to Philadelphia. 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.
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
For the second activation of the Minor Campaign, the Brit- greater than the number of CUs in the Army—in this case 2—so
ish activate General Carleton who marches with 2 CUs from Carleton gets a Battle Rating of 2 for this battle. Had he rolled
Quebec to Albany and stops. a 1-3, his Battle Rating would have been ‘1’ (3 divided in half
and rounded down).
American Card 6: The Americans will receive a die roll modifier of +12: +5
The Americans decide now is the best time to play their (CUs), +5 (Washington’s Battle Rating), +2 (Winter Offensive—
“North’s Government Falls—The War Ends in 1780” card battle with Washington on last card play of the turn). The British
which is a must-play event. The card is placed in the War Ends will receive a die roll modifier of +6: +2 (CUs), +2 (Carleton’s
box on the map and signifies that barring the play of another modified Battle Rating), +1 (Regulars), +1 (NY Militia—British
“War Ends” card in the future, the game will end at the end have more PC markers in NY than the Americans). The Ameri-
of the year 1780. 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
British Card 6: Carleton’s Agility rating to the table in 9.5, finds he loses a CU
For their last card (normally they would play seven cards, as well—a Pyrrhic victory.
but one card was discarded in battle and no substitute was
Carleton retreats with 1 CU to Fort Stanwix.
drawn) the British discard “Mad Anthony Wayne and use the
discard to remove the PC marker from Charlottesville, VA. Since the Americans won a victory, the French Alliance Marker
The Americans may opt to pick this card up by discarding a 2 is moved one space forward on the French Alliance track so some
OPS or 3 OPS card, but even if they’d had such a card in their good was accomplished by the Battle of Albany.
hand, this card would have no use since the Americans only
hold one final card. The Americans decline the opportunity.
Strategy Cards Phase Since only one General may end a move in a space, General
In the 1776 turn, both the “Declaration of Independence” and Greene is displaced to the American Leader Reinforcement
“Baron von Steuben Trains the Continental Army” event cards box on the map. Washington’s Army absorbs Greene’s 1 CU
are shuffled into the draw pile (note that the cards in the discard thus bringing his Army back up to full-strength.
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 2:
Wanting to press the issue, the British play a 3 OPS card to
British Card 1: activate Howe’s Army in New York. Howe and all 5 CUs
The Minor Campaign event allows the British player to activate march from New York to Morristown, NJ then to Reading, PA
two Generals. Alternately, one action can be used to perform a before entering Philadelphia for battle. Washington could try
“Landing Party” action (see 7.2.B). The British player chooses and retreat before battle but if successful that would result in
to use the Landing Party capability to flip the PC marker in the Congress being dispersed. If the Congress is dispersed, the
New York, NY. The second action is used to activate General American player cannot play OPS cards to place PC markers
Howe and his Army. All 5 CUs under Howe’s command con- or discard event cards to place PC markers for the duration
duct a naval move from Boston to New York. They could get of the turn.
there by marching overland. I chose to use naval movement
to illustrate the deadly capability of Campaign events in the
Battle of Philadelphia:
hands of the British.
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!
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.
© 2009 GMT Games, LLC
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.
Howe rolls for losses and groans as he rolls a ‘6.’ This results American Card 3:
in the loss of 3 CUs as well as the loss of the Regulars drm for
The Americans play a 3 OPS card to place three PC markers
the remainder of the game. Washington rolls a ‘3’ which when
in Charlotte, NC; Camden, SC; and Frederick Town, MD.
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. British Card 4:
The loss of the British regulars moves the track two spaces! The The British play a 2 OPS card to place two PC markers in
French Alliance Marker is on space ‘4.’ The danger of French Charlottesville, VA and Morristown, NJ.
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 American Card 4:
the game and give the Americans a much-needed boost. 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
Howe retreats back to Reading, PA. War Ends in 1782.” The “North’s Government Falls—The War
As per the Battle Event played, the American player now Ends in 1780” card in the War Ends box is discarded; “North’s
draws a card from the draw pile. His draw is none other than the Government Falls—The War Ends in 1782” is placed in the
“Declaration of Independence!” War Ends box.
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 American Card 5:
will be shuffled at the end of the turn. 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.
© 2009 GMT Games, LLC
British Card 7:
The British now play “Lord Sandwich Coastal Raids” as an
event to flip the PC marker in Savannah, GA.
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.
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
The Americans are not the only ones with isolated PCs. The box is the 1782 card. If the current game year was 1782 or later
British PCs in Ninety Six, SC and Gilbert Town, NC are both the game would end and a winner would be determined. Again,
isolated. 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.
WASHINGTON’S WAR
PLAYER’S NOTES
by Joel Toppen
WASHINGTON’S WAR
DESIGN NOTES
by Mark Herman
Fifteen-Year CDG Journey second bottle of wine I do not remember the entire conversation,
but I do remember that we discussed and agreed that the WTP
When I designed We The People (hereafter WTP) back in the singularity of card use, event or operations, was a good model
mid-nineties I was intent on showing the American Revolution for pre-19th century warfare, which I note he maintained in his
as a political-military struggle. To support this goal I wanted a recently published Unhappy King Charles CDG.
design that focused on uncertainty and its impact on having and
maintaining the strategic initiative. Somehow I hit on the Card Another CDG distinction that has arisen over the last fifteen
Driven Game (hereafter CDG) mechanic whereby the player years was the issue of unscripted single deck designs versus
had to choose between political or military options. scripted temporally segregated deck designs. I prefer the more
open narrative that is enabled by a less scripted environment
The big surprise for me was how quickly the CDG mechanic and the broader range of plausible historical narratives thereby
caught on and spawned a new games genre with over twenty created. There is no correct answer, but I remain committed to a
designs in the catalog. Early on I decided to forgo applying for a less scripted CDG environment in my designs and this held true
patent and instead chose to open the concept to the hobby. I have in Washington’s War (hereafter WW).
never regretted this decision as it opened the concept to evolution
and expansion. Toward that end I would like to acknowledge The things that I would rate as bad with WTP were the oc-
the talents of Mark Simonitch (Hannibal), Ted Raicer (Paths casional hand where most of the player’s cards were enemy
of Glory), Mark McLaughlin (The Napoleonic Wars), Ananda events. This problem has been handled in different ways by
Gupta (Twilight Struggle), Jason Mathews (1960: The Making other CDGs and we now have another option added to the genre.
of A President), Charlie Vasey (Unhappy King Charles), and Ed I combined the Washington’s War discard mechanic with my
Beach (Here I Stand) to name a few who have made significant desire to enhance the guerrilla war dimension of the design, but
contributions to the CDG mechanic. So, here I stand, fifteen years more on that later.
later with the original in the series about to be re-published in a The ugly part of the WTP design was the battle cards. Many
significantly transformed design. 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
We the People: The Good, the Bad 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
and the Ugly vice a versa for more rare outcomes (e.g., Double Envelop-
The difficulty for me with the We The People design was ap- ment). Unfortunately the original version of the battle deck is
preciating how much more complex the cards made a wargame constructed in the opposite, which is a bit counter-intuitive. One
that was already grappling with the interactions of rules, pieces thing that I was going to do was eliminate the battle deck. Once
and board position. Even a simple wargame like WTP was dif- that decision was made then I had set my foot on the path of a
ficult to playtest as each play through seemed to create another transformed design vice a straight re-print.
unique set of positions and narrative. Even more surprising was
The new battle system attempts to hew closely to the concepts
how the CDG genre reinvigorated competitive play. The combi-
of the original battle card system. One of the unintended benefits
nation of these two features created a tension between achieving
of the new dice system is it significantly reduced playing time.
play balance in a more complex mathematical design.
If you think about it there is on average two battles per turn in
When confronted with the opportunity to re-publish the WTP WTP. Most games go for 7 turns or so, resulting in 14 battles per
design over a decade after the last copies were sold retail I had game. It takes at least 5 minutes to shuffle the battle cards, deal
to choose between a straight re-print or a transformed design. them out, and then play out the battle. This adds up to almost
Over the last fifteen years and two additional CDG designs under an hour of battle adjudication playtime. Not that the battle cards
my belt (For The People and Empire of the Sun) I had learned were not fun, but in today’s ‘Euro’ focused gaming environment,
what I did and did not like about WTP. The good was how the Washington’s War now takes about 90 minutes to play with
game viewed the war as a political struggle for the hearts and experienced players and no more than two hours unless you are
minds of the American populace in a fast playing format. Charlie really dragging things out. This makes WW a real option when
Vasey and I had an interesting conversation in London many time is short or you are at a convention and looking for a fast
moons back while drinking some excellent wine. Due to the playing game. The new dice system is also very Internet friendly.
© 2009 GMT Games, LLC
Strategic Asymmetry by his significant impact on the character and values of the
new Republic.
If there was a theme that I wanted to enhance in WW vice
WTP it was to increase the level of historical asymmetry. In a recent visit to the French War Museum in Paris, I re-
I wanted the design to better reflect the competing sides’ discovered the room off of one of the main galleries, which is
relative strengths and weaknesses. This would inevitably devoted to the French experience in the American Revolution,
increase the WTP experience whereby the path to victory for but feels like a shrine to Washington. The room has a central
the two sides is different. The new asymmetrical emphasis focus on his Excellency and there are many rare portraits of
fell into three areas: enhanced Guerrilla warfare, the diffi- our first Commander-in-Chief. The Washington exception to the
culties of maintaining American military power, and British new winter attrition rules creates a stronger focus on the role of
Naval superiority. the Continental Army as the premier American force. This bal-
ance of a conventional force supported by seasonal local forces
The original WTP GO mechanic was very successful in strikes the right historical note when playing the American side.
portraying the key struggle for the hearts and minds of the More for play balance than history, I have significantly reduced
American populace as a parallel struggle to the conventional the impact of losing the Continental army, but even with this
war of army maneuver. The new discard mechanic was created change the American player will rarely survive Washington’s
to kill two birds with one rule. The ability to discard event capture in a competitive game.
cards to place a PC marker solved the ‘dead’ card phenomena
of WTP, while adding more resources to the guerrilla war. The The last enhancement was in increasing the operational im-
‘remove’ discard option introduced the ability for the shadow pact of the British navy. I must tip my hat to the playtesters for
guerrilla forces, as represented by the PC markers, to launch this one. I was reasonably happy with the WTP naval rules, but
limited offensive operations where enemy conventional forces the drumbeat of the playtesters was to enable more aggressive
were absent. The side benefit of this ‘remove’ option was it British naval maneuvers. This resulted in the Landing Party rule
neutralized one of the downsides of the GO mechanic whereby that allows the British to open up a new front usually to the
losing your last ‘liberty’ had a remedy whereby a surrounded dismay of the American player. Basically the American coastal
group of PC markers could eliminate an unsupported enemy regions are always vulnerable to a British naval descent and
PC creating an uncontrolled space. add another dimension to the WW play experience.
One of the things that was absent from WTP was the histori- While I am on the topic of the playtesters, I want to thank the
cal American conventional force retention challenge. Prudent Consimworld Washington’s War board led by Keith Wixson.
maneuver in WTP could ameliorate or avoid winter attrition Keith and the boys have been running a continuous tournament
effects. In a well played WTP game the Americans rarely suf- playtest over the course of this re-design. Their collective wis-
fered a shortage of soldiers, which was a regular feature of the dom, input, and competitive spirit have had a major impact on
historical experience. The new rule whereby all American forces how this design has evolved and the completeness of the rules.
melt away during the winter attrition phase forces the American All I have to say is, “free games for everyone.” Thanks guys
player to continuously put resources into recruitment. This new for all your hard work and good cheer.
WW design feature also allowed me to add additional weight In closing I would like to thank Kate Ross, esquire, of Wizards
to the unwritten Continental Army rule that is centered on his of the Coast, without whom this game would not have gotten
Excellency, George Washington. back into print. I want to thank her for her professionalism
I hope that these next few sentences are not viewed as and good humor. I also want to thank my friend Mike Delurey,
politically incorrect, but I think something has to be said whose counsel untangled a Gordian knot that I could not unravel
for not mutilating historical facts on the altar of political for over a decade. I would be remiss if I did not acknowledge my
correctness. Slavery has always been a morally disgusting developer on this project Joel Toppen, who has been a pleasure
practice that unfortunately still persists into the present day. to work with and has done a tremendous job in managing my
Many of our founding fathers were slave owners and it was chaotic design process. Lastly, I would like to tip my hat to the
their failings as people and politicians to rectify this wrong GMT graphics gang of Rodger MacGowan, Charlie Kibler and
that led to my second CDG For the People. What this says Mark Simonitch, who continue to make me look much better
about our founding fathers is they were creatures of their time in print than I deserve; thanks guys.
and unable to take more than the first step on the path to true I dedicate this game to my wife Carole of 30 years. Without
national freedom. I think that Shakespeare was correct when her I never could do what I do and any success that I have
Marc Anthony states during his eulogy of Caesar, “The evil achieved is due to her.
that men do lives after them; the good is oft interred with their I hope you enjoy Washington’s War… anon…
bones.” What has been lost due to their collective sin of fail-
ing to end slavery was their enormous positive impact on the Mark Herman
world and the first amongst equals was George Washington. It New York City
is my view that Washington was truly the father of the United October, 2009
States of America. We have to find a balance in our history
textbooks where his failings regarding slavery are balanced
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.