Historical Background
After slipping quietly away from Comwallis in Trenton the previous night, Washington led the bulk of his army on a forced march ten miles north to surprise the small garrison at Princeton. But as the sun comes up a reinforcing column of 1100 redcoats under Lt Col Charles Mawhood heading out of Princeton to support Cornwallis spots the rebels. He doubles back and orders his 55th Foot to occupy high ground commanding the road to the north while marching his 17th Foot directly at the oncoming rebels near an orchard in the William Clarke farm. Rebel Gen Mercer, detailed by Washington to occupy the same farm, doesn't see the now concealed redcoats and stumbles into a fireflght with only 100 riflemen. Mawhood fixes bayonets and pushes Mercer back, who is killed, while Washington personally rallys and leads two battalions of Philadelphia militia into the fray. A brigade of Continental regulars and more riflemen are on the way, which holds the 55th Foot out of the battle...but the issue is in doubt.
The stage is set. The battle lines are drawn and you are in command. The rest is history?
Empty Board
Battle Notes
Continental Army
• Commander: Washington
• 6 Command Cards & 5 Combat Cards
British Army
• Commander: Mawhood
• 5 Command Cards & 4 Combat Cards
• Move first
Victory
7 Victory Banners.
Special Rules
- The British building hex is a Temporary Victory Banner Objective Hex. The British start with one banner.
- Some units on both sides start without their full block capacity, they can only be replenished up to their scenario printed strength if cards played call for it.
- Use Light infantry unit to fill out the Continental rifle unit
- If any British units under Cuyler leave their starting left flank section of the mapboard, to include half hexes, a banner is awarded to the Continental player.
- The Continental Light Infantry units will be treated as militia for retreat (3 hexes) and rally checks. In all other respects they use Light lnfantry values.
- Washington adds two dice to attached unit in his hex, and adds 1 die to units in adjacent hexes at turn start.