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A Phoenix Without the Ashes: Washington's
War Debuts
We The People - The granddaddy of the ever expanding
genre of Card Driven Games (CDG) - is passing into wargaming
lore. Like Tactics II and Gettysburg this ground
breaking design has been an out of print collector's item for
over a decade. However, WTP has not yet been relegated to being
just another title reminisced over by a legion of misty eyed,
graying grognards. Instead the title has been fighting, and
winning, its right to remain on the WBC Century List by consistently
enrolling a field of players numbering in the low forties.
Nonetheless, an out of print game can only be expected to
hang on for just so long. The good news is that WTP designer
Mark Herman and publisher GMT have released a new title, George
Washington's War (WWR). The design philosophy for WWR was
to retain as much of WTP as possible to fill the niche of a simple,
fast, easy to learn, card driven game dealing with the military,
political and diplomatic events making up the American Revolution.
Because WWR holds so much in common with its WTP ancestor, WBC
convention director Don Greenwood has agreed that WWR may inherit
WTP's position on the Century List without losing its longevity.
Admittedly, this is more a conceit for the prestige of having
an uninterrupted span from the original WBC convention (and even
its ancestor tournaments!) than of practical importance, but
it is important to your GM and some other traditionalists.
We celebrate our transition from WTP to WWR at the 2010 WBC.
The default game will remain WTP for one last year, but players
preferring to play WWR will be matched against each other in
the Swiss portion of the competition. Play in the Single Elimination
portion of the tournament will be WTP unless both players convince
the GM that each prefers to play WWR. Players who own both are
encouraged to bring both games
In recent years, our tournament has included a coached bracket.
That practice will be continued in 2010 by teaching all comers
Washington's War. Coached players will be matched with
those of similar background and skill. Like its predecessor,
WWR is very easy to learn. In 2007 one player from the coached
pool learned rapidly enough to be advanced into the quarter-finals
and win Laurels. Conceivably that can happen this year as well!
We The People / Washington's War uses the Swiss-Elimination
format. A sufficient number of opening Swiss rounds are played
(probably four but the exact number is determined by the number
of entrants) to fill a bracket of eight quarter-finalists.
In the Swiss format portion, players score a point for each victory.
(WTP draws will be disallowed. See the rule for adjudicating
WTP draws below.) After each round, players with like records
are randomly matched for the subsequent round. Once the field
has been trimmed so that eight players have like scores, they
will begin the Single Elimination portion of the tournament.
Three Single Elimination rounds will yield a champion.
Seeding for the initial round of the Swiss portion of the
tournament will be semi-random. That is it will be random but
adjusted to ensure that (in order): (a) players who frequently
play each other at home are not paired, (b) semi-finalists from
last year are not paired, and (c) former champions are not paired.
Byes (if necessary) will be offered (but need not be accepted)
according to the BPA bye precedence rules found in the GM Guidelines.
The GM will play as an Eliminator as needed. There will be no
byes during the Single Elimination portion of the tournament;
the GM reserves the right to place any player from the Swiss
rounds into the bracket as needed to replace drops.
For players wishing to play WTP during our transition year,
the GM will provide both bidding rules and WTP errata at the
start of the tournament. (These are unchanged from previous
years, but an advanced copy may be requested by e-mailing the
GM.) To facilitate timely resolution of the Swiss Rounds, WTP
ties will be disallowed this year. Instead we will employ the
no-draw rule used during the SE rounds of previous tournaments:
The player receiving PCs during the initial bid for sides is
awarded the victory in case of a draw. Procedural rules (e.g.
die rolling, deck shuffling, slow play) will be posted on the
Kiosk and promulgated at the tournament. Any pre-tournament
questions regarding either WTP or WWR should be posted on the
ConsimWorld WTP or WWR discussion group respectively where designer
Mark Herman will either answer the question or check the answer
if it is provided by another experienced player. Once the tournament
begins, obviously the rulings of the GM will be final.
With its 95% genetic inheritance from WTP, Washington's War
will undoubtedly retain the distinction of being the fastest
to play and easiest to learn of all the CDGs. Our tournament
competitors continue to be drawn by the uncomplicated rules and
rapid play (games are expected to be decided within two hours);
just the thing we all need after a week of coping with the mind
numbing details of more complex games. But the real challenge
and attraction of WWR is exploiting the asymmetrical advantages
enjoyed by each side while covering their respective shortfalls.
Fold in the chaotic luck of the Event deck and it is entirely
possible for a player with a well executed strategy to lose every
major battle and still win the war. If that doesn't remind one
of the American Revolution, nothing will! On the other hand,
the turn of a single card can either derail a fragile strategy
or reward a daring chance and thus generate excitement levels
equal to any game.
The GM awards additional
prizes in the form of books about the American Revolution: The
John Paul Jones Award goes to our Sportsmanship nominee. The
Minuteman Militia Award is for the best performing tyro. The
Valley Forge Award is earned by a player with dogged determination
and persistence despite outrageous fortune. Come join us and
get in at the beginning of our new era!
ERRATA and FAQ:The following long standing official
FAQ and errata from the Designer are in effect for WTP.
WWA does not yet have errata nor FAQ. If any are available
from the designer at the start of WBC, they will be distributed
there. Players are cautioned not to mentally confuse the
two games, which is very easy to do given their similarities.
2.1 Errata: Boston is a Port space.
6.2 The European War card says that if the French Alliance
isn't in effect, the strategy cards are reshuffled. Does this
include the discards also?
A. Any time a card calls for a reshuffling of the Strategy Deck,
ALL cards (excluding those removed as a result of play) are reshuffled,
including discards.
6.2 There are three cards: William Pitt Peace Talks,
Hortelez et Cie, and the European War card that under certain
conditions reshuffle the Strategy Card deck, can these cards
be discarded and prevent the deck from being reshuffled?
A. The William Pitt and Hortelez et Cie cards must be played,
not discarded, in order for any of their effects to occur, hence
if they are discarded the deck is NOT reshuffled. On the other
hand, the European War card may NOT be discarded and it always
causes a reshuffling of the Strategy Card deck if the French
Alliance has not yet occurred in the game.
6.2 Can the Nathan Hale, Jane McCrea, or the Thomas
Paine event cards be used to convert a British PC marker into
an American PC marker in a space containing an American General?
A. No, each of these cards states that the space may not contain
a British piece. The presence of the American General doesn't
change this fact.
6.2Can the Declaration of Independence Special Event
card be used to convert a British PC marker into an American
PC marker in a space with an American General?
A. No, the card allows you to place American PC markers, if possible,
not convert British ones.
6.2 When the Declaration of Independence Special Event
is played, is the American player required to play a PC marker
if possible in each colony, or is it an option that he can exercise
or not as he sees fit?
A. Yes, placement of a PC is required in every colony where there
is an empty space available.
6.2 The European War card states, "two British
units are removed". Who chooses which CUs are removed?
A. The person playing the card removes the two CU; hence if the
British play it then they get to remove the ones they want, and
if the Americans play the card, they choose.
6.2 If the European War card is played prior to the
French Alliance, causing a reshuffling of the card deck, does
it activate the various cards that require it to be played, such
as the Don Bernardo Galvez card?
A. No, the only effect of the European War card being played
prior to the French Alliance is to reshuffle the deck.
6.2 Can the Benedict Arnold card be played during the
Strategy Phase, if no battle is occurring?
A. No, this card may be played prior to a battle only.
6.2 Can the Benedict Arnold card be played prior to
a battle when Benedict Arnold isn't present?
A. Yes, the card doesn't require the presence of Benedict Arnold
in order for the two additional Battle cards to be received.
Regardless of whether Benedict Arnold is at the battle when the
card is played or not he is still removed from play.
6.2 If the Benedict Arnold card is played and Benedict
Arnold is the commanding American General, whether attacking
or defending, when is he removed?
A. Benedict Arnold is removed the instant the card is played.
He would not be used for determining Battle Card totals, nor
Counterattack.
6.2 Is the John Glover Marblehead Regiment card an
activation card like a Minor Campaign card or is it played in
conjunction with an Operations or Campaign card?
A. It is NOT an activation card that allows a General to move
but is used in conjunction with an Operations or Campaign card
to increase the movement of ONE General. In the case of a Minor
or Major Campaign card only ONE of the two or three Generals
moved would get the movement bonus.
6.2 Does Rochambeau get the American general special
abilities of interception and retreat before combat?
A. Rochambeau, as stated, acts like an American General in EVERY
way. Rochambeau gets the special abilities to intercept and retreat
before combat. Additionally, the British get their Regulars bonus
in combat against French forces since they are treated as American
units in EVERY way.
7.0 When a Campaign card is played may a specific CU
be moved by more than one general?
A. No.
7.2 When a Campaign card is played can a General attempt
one intercept per enemy General moved?
A. No, as stated, each General gets one intercept attempt per
Strategy card played. Therefore, when a Campaign card is played
each General gets ONE intercept attempt total. For example if
the British played a Major Campaign card and Washington made
an intercept attempt against the first British General moved,
he would not be allowed to make any further intercept attempts
when the second and third Generals moved. It should be remembered
that a General who attempts an intercept, whether successful
or not, forfeits his ability to retreat before combat until the
next Strategy card is played. In this example after George Washington
attempted his intercept against the first British General he
loses his ability to retreat before combat for the remainder
of the British movements conducted during the Major Campaign
card play.
7.2 Can multiple intercepts occur when a British army
enters a space?
A. Yes, but the first successful intercept IMMEDIATELY causes
a battle preventing any further intercept attempts from occurring.
For example, if a British General entered a space with an American
PC which was also adjacent to two American Generals, each in
turn could attempt to intercept the British army, but if the
first attempt were successful then a battle would immediately
occur preventing the second General from attempting an interception.
If the first attempt failed then the second attempt could occur
and if successful the second American General would fight a battle.
7.2 If an intercepting American army loses the battle
it caused, must it retreat back to the space that it originated
from before the battle?
A. No, an interception places the intercepting American general
in the space as if he were there prior to the British move. His
retreat options are calculated as if he were in the space prior
to the British attempt to enter it and the normal retreat options
would prevail.
7.2 Can an American army intercept into a space that
already contains another American army?
A. Yes, but one of the Generals must be removed prior to the
battle. Remember, Washington is never the one removed.
7.2 If an American army attempts to intercept into
a space that already contains another American army and fails,
does this prevent the other American army from attempting a Retreat
Before Combat?
A. No, because the intercept of one General doesn't prevent the
other from attempting a Retreat Before Combat. However, if the
intercept is successful then a Battle is immediately conducted
preventing any further attempts at Retreat Before Combat.
7.2 If an American army fails to Retreat Before Combat,
can another American army then attempt to intercept into the
space?
A. No, because after a failed Retreat Before Combat a Battle
is immediately conducted preventing any further attempts at interception.
7.2 Can an American General alone, intercept into a
space containing American CU that are about to be attacked?
A. No, the interception pre-condition requires an army (i.e.,
a General and a CU), not a General alone.
7.2 Can an American General intercept into a space
that a moving British army is entering, if besides the presence
of an American PC marker there is also another British army?
A. No, an intercept assumes that the American army was in the
space prior to the British move which the prior presence of a
British army would preclude.
7.2 Does the American player receive an extra Battle
Card for intercepting into a space already containing American
CUs or only for a battle caused by a successful interception?
A. Yes, the act of interception gives the one card bonus whether
the battle would or would not have happened without the interception.
8. Can reinforcements for both sides be placed in a
space that only contains an enemy General, and if so is that
General captured?
A. Yes and Yes.
9.1 When can the British get Battle Cards for the Navy
in the Charleston, SC space?
A. The only time that the British get Battle Cards for the Navy
in the Charleston, SC space is when they are the original defender
in that space and there is a British PC marker present with no
French navy.
9.2 Does a player have to cancel an attackers' Battle
Card if he can or can he choose to play another card and lose
the battle?
A. A player can play any card he desires, if the one played fails
to cancel the attackers' Battle Card he loses the battle. The
fact that the defender had the proper card to cancel the attack
is immaterial.
9.2 Can a CU without a General perform a retreat?
A. Yes, a General is necessary for movement NOT retreat. Obviously,
a general is required to attempt retreat BEFORE combat.
9.2 Can the British retreat from a Port that they are
attacking into?
A. No, the attacker must always retreat back to the space from
which they attacked. Therefore the British can only retreat from
a Port space that they are defending.
9.2 Can the British attack from a port space into an
adjacent space, lose the battle, which places them back in the
original port space, and then retreat by sea to another port
space?
A. No, they would fall back into the port space, but NOT into
the port and then by sea somewhere else. The retreat by sea only
occurs if you are in a port space not retreated into one.
9.2 Can the British retreat from a Port space that
they are defending which has an American PC marker in it?
A. Yes, regardless of the presence (or absence) of a British
or American PC marker, the British can retreat from the Port
space (assuming the French navy isn't present). However, the
space they retreat into must be either empty or have a British
PC marker and in all cases neither space can contain the French
navy.
10.1 The American player cannot use Ops cards to place
PC when the Continental Congress is dispersed, but can the American
still convert British PC due to the presence of a General when
the Continental Congress is dispersed?
A. Yes. If the Continental Congress is dispersed, the American
player can still use an OPS card to flip PCs (one or more as
appropriate) in spaces where he has a General present.
10.1 If the Continental Line Mutiny Card is in play,
can the American still convert British PC due to the presence
of a General?
A. Yes. The effects of the Continental Line Mutiny Card in this
regard are the same as dispersing the Congress. An OPS card can
still be used to FLIP a PC in a space under one or more generals
(as appropriate) and PCs may still be placed if mandated by the
play of an EVENT card.
10.1 For purposes of playing a British PC marker or
determining political isolation, would Falmouth be considered
adjacent to Quebec and vice versa?
A. No, the Quebec-Falmouth line represents one of the greatest
winter marches in all history. Its only use is to allow Benedict
Arnold to have an historically important capability that offsets
the fact that you can't trust him. It has no effect on any other
game system other than those stated on the map and in the rules.
10.1 Can the British player place a PC marker during
the strategy phase using an operations card in an area occupied
by a British Army but not adjacent to an already existing British
PC?
A. No.
10.1 Can the British player flip a PC marker during
the strategy phase using an operations card in an area occupied
by a British Army but not adjacent to an already existing British
PC?
A. Yes.
10.1 Can the British player place a PC marker during
the strategy phase using an operations card in an area occupied
by an American General without CUs that is adjacent to an already
existing British PC?
A. Yes.
10.2 Can the British player place or flip a PC marker
in areas occupied by a British Army during the political control
phase, regardless of whether the army is adjacent to an existing
British PC?
A. Yes.
10.2 Can the American player place or flip a PC marker
in an area occupied only by an American General without CUs during
the political control phase?
A. No.
10.2 Can American PC markers be considered un-isolated
if they can trace through other American PCs to a British PC
space that contains an American CU or general?
A. In all cases the American CU or general piece must be in an
empty or American PC space. It cannot be in a British PC space
to fulfill the requirement. The same concept would go for the
British army.
10.2 If a British PC is located in a port blockaded
by the French Navy, can it trace to an adjacent neutral space
or army to avoid isolation?
A. Yes.
10.2 For purposes of tracing for isolation, is a space
containing an enemy CU but not an enemy PC considered "empty"?
A. No, it is not considered "empty" as that term is
used in 10.2. Nor is it considered "empty" when occupied
by an American general without any CUs. However, such a space
IS considered "empty" if it is occupied by a British
general without any CUs.
11 ADDITIONAL RULE:Single CUs are no longer immune
to Winter Attrition. During the Winter Attrition Phase, the owning
player must make an attrition die roll for all non-winter quarters
spaces north of the Winter Attrition Line containing a single
CU with no general. On a die roll of 1-3 there is no effect.
On a die roll of 4-6 the CU is eliminated.
12 Does control of Detroit and either Quebec and Montreal
give that player control of Canada?
A. No, in order to control Canada a player must possess both
Montreal and Quebec. The value of controlling Detroit is that
it counts when determining who has more PC markers in Canada
for militia purposes.
12 In cases of PC marker total ties the American player
controls a colony for victory purposes at the end of the game.
If Detroit has no PC marker in it and the Americans control either
Montreal or Quebec and the British control the other does the
American player control Canada due to the PC total tie?
A. No, Canada isn't a colony, as stated, the American player
needs to control both Quebec and Montreal in order to count Canada
for Victory purposes. In cases where the American player controls
either Quebec and Montreal without the other then the British
control Canada by default.
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