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Washington's War Reprint Edition

PUBLISHED: 2010, 2015
DESIGNER: Mark Herman
DEVELOPER: Joel Toppen
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Harold Lieske
PRODUCERS: Mark Simonitch, Tony Curtis, Andy Lewis, Rodger MacGowan, Gene Billingsley


Washington’s War is the long awaited re-design of the original card driven game, We the People. Washington's War, like it's predecessor, pits the forces of a world power (England) against its rebellious American colonists as they fight for their independence.
Washington's War is a true re-design that maintains the deep strategy ofWe the People while creating a game with a very short playing time (approximately 90 minutes). Unlike most wargames, Washington's War allows you and your opponent to play twice while switching sides in one sitting. This feature allows for rapid tournament play either face-to-face or on the Internet. Washington's War is the perfect antidote for a time conscious crowd whose only option up to now have been Eurogames.
Washington's War features a dice-driven combat system that quickly resolves combat and is very friendly to Internet play. The game also features a new CDG discard mechanic that makes every card in your hand playable by allowing your opponent to buy his discarded events for an operations card. Now, unusual card distributions create challenges adn not insurmountable barriers for advancing your strategy.
The biggest design changes between We the People and Washington's War, besides the aforementioned new game mechanics, is the increased emphasis on the asymmetrical capabilities of the two sides. The British are a conventional army with a dominant naval capability that gives them great strengths in the coastal regions. The Americans are an unconvential force with a small Contintental Army led by George Washington who yearn for French intervention. While the British struggle to expand their influence inland, the Americans struggle to keep their militia forces in the field. In th end it is the side that is better able to play to their strengths and protect their vulnerabilities that prevails in Washington's War.
Washington's War was broadly tested on the Internet in a tournament format to ensure clarity of rules under the stresses of competition. What was old is new the man on the white horse and father a new nation, or be a king trying to save his empire during a world war.


Game Features

TIME SCALE 1 year per turn
MAP SCALE Point to point
PLAYING TIME 90 minutes

Customer Reviews
# of Ratings: 7
1. on 8/2/2016, said:
A good and well tweaked remake. Love the mounted map.
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2. on 10/22/2015, said:
Not my style of game, the level of abstraction is too high for me. However the game plays easily and my wife played it so I have a soft spot for it.
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3. on 2/28/2015, said:
Considering that this is a seminal game in GMT's pantheon of great titles, I am disappointed to see that the otherwise gorgeous map in the 2nd printing still contains a chart error—which is also reprinted in the rulebook. With that said, this game has been on my shelf--since its first publication as WE THE PEOPLE in 1994. I consider the 2014 edition of WASHINGTON’S WAR to be THE GATEWAY GAME for historical board gaming. Mark Herman’s groundbreaking design has teeth and is sophisticated enough to satisfy grognards as well as players interested in exploring a more historical context than RISK or STRATEGO can offer. The asymmetrical strategies for both sides truly captures the essence of the conflict and the card text fuels the game engine with historical relevance and flavor. Purists may argue that this is not a war game, but I respectfully disagree. WASHINGTON'S WAR is, indeed, a war game--and the perfect ambassador for those looking to experience a game that brings Revolutionary War history into focus on a challenging and meaningful level. This is an accessible game that manages to capture the spirit of the Revolutionary War without over simplifying the mechanics of play. This classic should be on every war gamer’s shelf, but more importantly—on the table.
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4. on 3/8/2014, said:
We The People was one of my favorite games so I was very happy to have GMT print a modified version of WTP. The only 2 major differences are the combat resolution and card mix. Combat is now resolved with each player making a modified die roll with the high roll winning. Much faster than the battle cards in WTP. The card mix seems to have m ore OPs cards than WTP so it seems easier for the British to move, especially with the new "Operations Queue" rule to allow a 1 OPs and 2 OPs to be played sequentially to become a 3 OPs. The British can also do a "Landing Party" action in a port space. Otherwise it is the same WTP game with great map artwork. I would also highly recommend getting C3i issue #24(unfortunately OOP) that has an excellent Player Aid Card for this game. There are some subtle but important differences between what the Americans can do and what the British can do and this Player Aid Card spells out those differences in an easy to read format.
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