Founding Fathers Forum Game: A republic, if you can keep it.

British Attacks on Shipping

The first issue facing the new American republic is an old enemy, now wreaking havoc on American shipping. The British, despite the 1783 Treaty of Paris, have once again began to prey on American merchant ships, impressing sailors and confiscating cargo.

The public calls for war, while cooler heads say negotiation will resolve the matter. A war with Britain would likely be a debacle for the Republic, but may be popular as a show of resolve.

British Attacks on Shipping is a difficulty 5 challenge that may be resolved in two ways:

Option 1: War! (2 Popularity). Requires action by the Secretary of War and approval by Congress: Public Support will move two towards Liberal. 1 Influence Point will go to Washington, the Conservative Leader. Reserves will be reduced by 20. Maine and Michigan will be removed from the game as Britain seizes the territory.

Option 2: Negotiate. (-2 Popularity). Requires action by the Envoy and Congress. 4 Influence Points to Washington, the Conservative leader. Public Support 2 towards Liberal. May be sabotaged if someone is holding the appropriate card.

Failed/Ignored: Public Support 2 away from President’s Party. Reserves will be reduced by 36.

A quick primer on the Issue Phase:

The President reveals an issue card. The card will indicate who needs to resolve the issue, and if Congress needs to approve the resolution. In this case, the President needs to decide on a course of action (War, Negotiate, or Ignore), and hand it to the appropriate officer (War or Envoy). The officer must then resolve the issue. For an officer to resolve the issue, his ability, plus any spent influence points, must exceed the issue’s difficulty rating.

Players may agree to exchange influence, unplayed cards, and the promise of future favors at any time. Players do not need to follow through on future actions, so buyer beware!

Once an issue has been resolved by the officer, it may be required to go to Congress for approval. The officer returns the card to the President, and he calls for a vote. Voting proceeds to the left of the President, with the President having the final vote.

If Congress approves the resolution, the results happen and the officer spends his influence points. If Congress rejects the resolution, the failed result happens, and the officer spends half the influence points that he would have spent (rounded down).

A player may spend influence at the time they vote to buy votes in congress, at 3 votes per influence point. In the event of a tie, the Vice President acts as the tie breaker.

Assuming Congress agrees to the resolution, the results are applied. In addition, both the President and the responsible officer gain (or lose) popularity.

Absent card instructions to the contrary, successfully resolved issues move to the resolved issues pile, and failed/ignored issues are removed from the game.

@ Brooski, over to you to appoint a Secretary of War or Special Envoy and resolve.