WAR OF INDEPENDENCE
INTRODUCTION
American Revolution Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
MAP
Depicts the original 13 colonies plus Canada.
Each colony is divided into several territories.
Each inland territory generates 1 revenue point.
Each coastal territory generates 2 revenue points.
The original 13 colonies include:
New Hampshire
Massachusetts
Rhode Island
Connecticut
New York
New Jersey
Pennsylvania
Delaware
Maryland
Virginia
North Carolina
South Carolina
Georgia
TURNS
1775-1783.
4 turns per year (each season = 1 turn)
Units cannot move/attack in winter turns.
Revenue can’t be saved from winter turns.
Units cannot be recruited in winter turns.
VICTORY
The side that controls the most territories at the end of the game wins.
Either side wins automatically if all opposing units are destroyed.
SETUP
The only leaders that automatically begin in play are George Washington, Greene,
Carlton, and Howe.
The British start with 6 Random units in Canada & Massachusetts.
The Americans start with 6 Random units in Massachusetts, Pennsylvania,
Rhode Island, and South Carolina.
ACTION DECK
Players share a common Action deck.
UNIT DECK ABBREVIATIONS
S = Ships
T = Troops
MOVEMENT RULES
Ships can only move into coastal spaces.
Stacks (except for ships) without leaders cannot move.
BATTLE RULES
Leaders generate no Force unless matched with troops of equal or greater force value.
AMERICAN UNIT DECK
Name Move # F Type Notes
General George Washington F 1 5 L
General Nathaniel Greene F 1 4 L
General Benedict Arnold F 1 5 L
General Lincoln Benjamin F 1 4 L
General Horatio Gates F 1 4 L
General Charles Lee F 1 4 L
General Daniel Morgan F 1 4 L
General William Moultrie F 1 4 L
Baron Von Stuben F 1 4 L German
Captain John Paul Jones F 1 4 L
Thomas Jefferson F 1 4 L
Francis Marion (the Swamp Fox) F 1 4 L
Sam Adams F 1 4 L
Marquis de Lafayette F 1 4 L French
Comte de Rochambeau F 1 4 L French
George Rogers Clarke F 1 4 L
Don Bernardo Galvez F 1 4 L Spanish
French Fleet F 2 5 S French
Continentals M 6 4 T
Minute Men F 5 2 T
Militia M 4 1 T
French Troops M 3 4 T French
Patriot Irregulars M 4 2 T
Colonial Army M 5 3 T
Fortifications 0 8 4 F
BRITISH UNIT DECK
Name Move # F Type Notes
General Carleton F 1 4 L
General Sir William Howe F 1 4 L
General John Burgoyne F 1 4 L
General Sir Henry Clinton F 1 4 L
General Lord Charles Cornwallis F 1 5 L
General Augustine Prevost F 1 4 L
General Gage F 1 4 L
Banastre Tarleton F 1 4 L
British Fleet F 2 5 S
British Regulars M 4 4 T
British Redcoats M 4 4 T
Tories M 4 1 T
Iroquois Indian Allies F 2 2 T
Royalists M 4 2 T
Mohawk Indian Allies F 2 2 T
Hessian Mercenaries M 2 3 T
Fortifications 0 8 4 F
ACTION CARD DECK
Card Name # Notes
Tactical Move 6 Move 1 stack
Operational Move 6 Move 2 stacks
Strategic Move 4 Move 3 stacks
French Alliance 3 American player may play Foreign units
Garrison 2 Battle: Defender gets +4 Force
Siege 2 Battle: Attacker gets +4 Force
Bayonet Attack 2 Battle: Troops get +1 Force each
Wheel About 2 Battle: +2 Force
Outflank 2 Battle: +6 Force
Bombardment 2 Battle: +8 Force
Encircle 2 Battle: +10 Force
Counterattack 2 Battle: Winner casualties increased by ˝
Rearguard Action 2 Battle: Loser casualties reduced by ˝
Night March 2 Move 1 stack
Surprise 2 Battle: +12 Force
Enlistments 2 Recruit 2 random units
Spirit of Rebellion 2 Americans: Place 1 control marker
French Supplies 2 Americans: Gain 8 revenue
Tory Uprising 2 British: Place 1 control marker
Indian Raids 2 British: Place 1 control marker
Declaration of Independence 1 Americans Place 7 control markers
Winter Quarters 2 British: Americans must discard 2 troop units
Winter Offensive 2 Americans: Move 1 stack in Winter turn.
Continental Congress 1 Americans Place 3 control markers
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WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.