Introduction
I've never played We the People, the game this is based on, and the American Revolutionary War isn't my usual area of gaming interest; however, given its pedigree, I really felt I had to take the opportunity to get this game.
This review is about Washington's War from GMT Games. The game was designed by <PERSON>, who has a storied career in game design with well over 60 titles to his credit (including expansions and modules). I find it not a little ironic that despite my over three decades of gaming that this is the first time I've either owned or played a <PERSON> design!
The advertised playing time is 90 minutes. This is the first GMT game I can recall with the estimated playing time on the back of the box. I applaud this move from GMT and hope they continue this with future releases.
Theme
Washington's War is a card driven game about the American Revolution, with the forces of King <PERSON> fighting American colonists fighting for independence.
Components
Let's have a look inside the box.
The game features a gorgeous linen finish mounted board depicting the eastern portion of the United States (and a small piece of Canada).
The counters are nice and thick, reminiscent of GMT's recent Deluxe Twilight Struggle. It has British and American forces, in a similar style to the unit counters of Here I Stand. In addition, there are leader counters (both standard sized and stand up sized versions so the decision of which one to use is up to the individual players).
There are a large number of political control markers to show which side controls any specific area on the map. The state abbreviations are inside the circles, so for those who aren't as familiar with US geography as they might like, I recommend the solution <PERSON> introduced me to for Unhappy King Charles! of using bingo tokens which have the benefit of being transparent.
The cards are of the standard excellent quality we've come to expect and enjoy from GMT. The deck is roughly 50-50 events and ops cards, with the ops cards being divided into 1, 2, and 3 ops point cards.
The dice are perfectly functional, but not as pretty as the dice I'm used to from GMT.
The rule book is clear and concise, and in keeping with the latest releases such as is in colour and full of examples. In addition, there's a play book and 2 copies of an identical double sided player aid.
Rules and Game Play
Victory Conditions
Winning can happen one of two ways. First, elimination of all enemy combat units on the board (British win = all American and French in US and Canada are eliminated, American win = all British units in the 13 colonies eliminated). 92
Second, after the North's Government Falls - War Ends special event strategy card, in which case a political control victory is determined. In a political victory, the Americans win if they control 7 or more colonies, and the British win if they control 6 or more colonies. Canada is included in the colony count. Control of a colony depends on political markers - whoever has the majority controls the colony. Note that if both sides are tied, or "both sides win", then the British win.
Ok, now that I know the victory conditions, how do I play?
Washington's War begins with both players placing their starting forces and political control (PC) markers on the map as per the scenario instructions. Then the American player adds 1 PC marker in each of the 13 colonies in any space that's available. Then the British add 2 more PC markers with certain restrictions.
Once the board is set up, play begins with the following turn sequence:
- reinforcement phase
- strategy cards
- strategy phase
- winter attrition phase
- French naval phase
- political control phase
- end phase
Reinforcement Phase
During the reinforcement phase, generals in the captured general box is moved to the reinforcement box, and reinforcements on the turn track are deployed on the board.
Strategy Cards
Each player is dealt 7 cards for the coming turn. The American always get the first card, and reshuffles occur as needed. There are some cards which are added at specific junctures in the game.
Strategy Phase
The American player decides who will go first in the turn, unless the British player preempts this by the play of a major or minor campaign card (see "What can I do with my cards", below). Players then alternate until both are out of cards. It's possible that one player may run out of cards before their opponent thanks to events, in which case one player will have the benefit of playing out their turn uninterrupted by their opponent.
Winter Attrition Phase
During the winter, all units are checked for attrition. The French, Americans and British all have different attrition conditions.
French Naval Phase
After winter attrition, the American player relocates the French naval unit to any blockade zone they wish. 597