Boardgames

Watergate

Step into Watergate, a thrilling board game of evidence, momentum, and power. As Nixon or a Washington Post journalist, who will you help triumph?

60
minutes

2 - 2
player(s)

Medium

About the game

Watergate is a thrilling, strategic board game that plunges players into one of the most significant events in political history – the Watergate Scandal. Set against the backdrop of the 1970s United States, this game impeccably captures the tension and intrigue that defined the Nixon administration’s downfall.

The game is designed for two players, with one taking on the role of the Nixon administration, while the other represents The Washington Post. Both players are embroiled in a tense struggle, as the Nixon administration attempts to survive the term, while the journalists strive to unveil the truth behind the scandal.

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Setup and rules summary

Game components Unboxing the fun!

Watergate is a thrilling board game that revolves around one of the most significant political scandals in American history. The game includes various components, each with a unique role that contributes to the overall gameplay. Here’s a detailed description of each component:

1. Game Board

The game board is where all the action takes place. It features a research track that connects the informants to the evidence, the evidence board, and the initiative track that determines who has the initiative each round.

2. 40 Cards

These cards are divided into two decks – one for the editor (20 cards) and one for Nixon (20 cards). These cards are used by players to perform various actions such as moving evidence, blocking actions, or gaining momentum.

3. Momentum Markers

There are 5 momentum markers in the game. The Nixon player tries to win these to reach a total of five before the editor can link two informants to Nixon on the evidence board.

4. Research Tokens

These tokens represent the evidence in the game. There are red and yellow tokens; yellow can be used by both players, while red can only be used by Nixon.

5. Initiative Marker

The initiative marker determines who will play first in the next round. The position of the marker on the initiative track at the end of each round determines which player will have the initiative.

6. Informant Tokens

These seven tokens represent the informants. They are placed on the evidence board and are linked to Nixon through the research tokens.

7. Wooden Cylinders

These are used by the players to track their progress on the initiative track and the momentum track.

8. End of Game Marker

This marker is placed on the momentum track and signals the end of the game once the Nixon player has won 5 momentum markers.

9. Bag

The bag is used to hold all the research tokens. At the beginning of each round, tokens are drawn from the bag and placed on the research track.

Each component of the Watergate board game contributes to a dynamic and strategic gameplay experience. Whether you’re moving research tokens, drawing cards, or tracking momentum, every move can dramatically shift the balance of power between Nixon and the editor.

Game setup Lay it out, line it up, let’s go

Watergate is a thrilling board game that pits two players against each other in a battle of wits and strategy. One player assumes the role of a journalist, while the other takes on the role of the Nixon administration. Here’s a step-by-step guide on how to set up the game:

Step 1: Determine Player Roles

Firstly, players must decide who will take on each role. The player who chooses to be the Nixon administration will aim to survive the entire presidential term, while the player who assumes the role of the journalist will aim to link two informants directly to President Nixon.

Step 2: Board Placement

Set up the game board in the center of the playing area. Make sure both players can easily access it. The board features a momentum track, an evidence track, a research track and spaces to place evidence markers and momentum tokens.

Step 3: Initial Resources

Each player receives a set of initial resources. The Nixon player gets five momentum tokens, while the editor player gets two momentum tokens. The Nixon player also starts with a hand of five cards, while the editor begins with a hand of four cards.

Step 4: Evidence Markers

Place the evidence markers on the designated spaces on the board. These markers represent various pieces of evidence the journalist player can use to link Nixon to the informants. They are color-coded and placed on matching colored spaces on the board.

Step 5: Informant Tokens

Place the informant tokens on their respective spaces on the board. These tokens represent the informants that the journalist player is trying to connect to Nixon.

Step 6: Random Elements

Shuffle the research deck and draw the top three cards. Place these cards on the three designated spaces on the research track. These cards provide the players with additional actions and options during their turn.

Step 7: Begin the Game

Watergate begins with the Nixon player taking the first turn. The game continues in turns until one player achieves their victory condition or the game reaches its conclusion after the Nixon administration completes its term.

Game flow Round and round we go

Watergate is a two-player board game that is based on the historical Watergate Scandal. One player assumes the role of the Nixon administration trying to cover up the scandal, while the other plays as the editor of The Washington Post attempting to expose it. The game is divided into several rounds, each with its own phases. The rounds continue until one player reaches their victory conditions.

1. Initiative Phase: The initiative phase begins each round. Players draw five cards from their decks and the player with the initiative token decides who will start the round.

2. Action Phase: During the action phase, players take turns to play cards from their hand. Each card can be used for one of two purposes: its event or its value. If a card is played for its event, the player performs the event depicted on the card. If it is played for its value, the player moves one or more tokens on the game board equal to the value of the card.

Some actions that can be performed include:

  • Adding momentum tokens: The Nixon player can add momentum tokens to their track to move closer to victory.
  • Adding evidence tokens: The editor player can add evidence tokens to uncover informants or link the president to the scandal.
  • Removing tokens: Either player can remove the other player’s tokens from the board.

3. End of Round: At the end of the round, if the Nixon player has added five momentum tokens to their track, they win the game. If the editor has linked two informants to the president, they win. If neither player has won, a new round begins with the initiative phase.

During the game, players must strategically decide when to play cards for their events and when to play them for their values. The choices players make during the action phase can greatly affect the outcome of the game.

Players'turn One turn to rule them all

The game ‘Watergate’ is a strategic, two-player board game where one player takes the role of a newspaper editor and the other the Nixon administration. Here is a thorough breakdown of what happens during a player’s turn.

1. Draw 5 cards:

At the beginning of each round, the player draws 5 cards from their deck. These cards determine their possible actions for that round.

2. Play a card:

The player must then select a card from their hand and play it. There are two types of cards: event cards and momentum cards. The player can use the card for its event or for its momentum.

  • Event Cards: These cards depict specific historical events. If a player chooses to play an event card, they follow the instructions on the card. This can involve adding or removing evidence markers, moving the initiative marker, or other game-changing effects.
  • Momentum Cards: These cards are used to score points. If a player chooses to play a momentum card, they move the momentum marker towards their side of the board. If the marker reaches their end of the track, they score a momentum point.

3. Research:

If a player has a card with a research value, they can choose to use this value to move an evidence token towards their side of the evidence track. This can be a valuable strategy for gathering evidence against the other player.

4. Pin Evidence:

If a player has moved an evidence token to their side of the evidence track, they can choose to pin this evidence to the board. This is a strategic move that can help to build a case against the other player. However, it also means that the evidence token is no longer available to be moved.

5. End of Turn:

After the player has taken all of their actions, their turn ends. They discard any remaining cards in their hand and draw a new hand of 5 cards. Play then passes to the other player.

Throughout the game, players must balance their use of event cards, momentum cards, and their research actions to gather and pin evidence. The game ends when one player has accumulated enough evidence to win, or if the Nixon administration succeeds in reaching the end of its term without being taken down.

End of the game All good games must come to an end

‘Watergate’ is an intriguing strategy game that pits two players against each other in a battle of wits and tactics. One player assumes the role of a Journalist, while the other takes on the role of the Nixon Administration. The game ends under two different conditions, each leading to victory for one side.

Victory Condition 1: The Journalist uncovers enough evidence to link two informants directly to President Nixon

  • The Journalist wins by strategically playing evidence cards to the evidence board in such a way that they can draw a direct, unbroken line of evidence from two informants to President Nixon. The evidence can be either face-up (public) or face-down (hidden) but it must link back to Nixon.
  • Before the final scoring, the Journalist must ensure that the evidence is properly placed and that an unbroken chain is formed. The Nixon player has the chance to block or remove evidence markers before the final link is made.

Victory Condition 2: President Nixon survives until the end of his term

  • The Nixon administration wins by reaching the end of Nixon’s term before the Journalist can link two informants to him. This is indicated by the momentum marker reaching the fifth space on the Nixon side of the momentum track.
  • Before the final scoring, the Nixon player needs to ensure that they have gained enough momentum over the course of the game. This is done by strategically winning momentum cards during the card play rounds and moving the momentum marker towards the Nixon side of the track.

Each round of the game comprises of various actions like drawing cards, playing cards for actions or events, and moving the initiative, evidence, or momentum markers. The game ends as soon as one of the victory conditions above is met, and there is no need for final scoring as victory is immediately apparent.

Scoring Did you outsmart your rivals?

In the board game ‘Watergate’, the scoring system is an integral part of the game’s strategy and mechanics. The game is based on the historical Watergate scandal, with one player taking on the role of the Nixon administration and the other playing as the editor of the Washington Post. The goal for each player differs: Nixon tries to survive until the end of his presidency, while the editor aims to link two informants directly to Nixon.

Nixon’s Scoring:

The Nixon player doesn’t score points in the traditional sense. Instead, their goal is surviving until the end of the presidency. This is achieved by successfully blocking the editor from linking two informants to Nixon or by removing evidence that would otherwise link the president to the scandal.

The Editor’s Scoring:

The editor scores by successfully linking two informants to Nixon. This is done by playing evidence tokens onto the game board’s evidence track and then moving them onto the research track and finally onto the game board. The editor must be strategic in the placement of these tokens, aiming to create a direct link between two informants and Nixon.

Game End and Scoring:

The game ends in one of two ways:

  • The Nixon player survives until the end of the presidency (the end of the momentum track). In this case, the Nixon player wins the game.
  • The editor successfully links two informants to Nixon. In this case, the editor wins the game.

Unlike traditional board games, there are no points tallied in ‘Watergate’. Victory is determined solely by the achievement of either player’s objective. Therefore, there is no need for tie-breaking rules in this game as there will always be a clear winner based on the game’s objectives.