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Rules

HOW TO PLAY BOSTON MASSACRE

* Call/Text Jackson at 509–312-9190 with any questions about how to play (or for tips, strategies, etc.)

1). Shuffle the deck of game cards and set it next to the game board. The game cards consist of Redcoats and Patriots. Each one played on the game board signifies them winning a battle. Shuffle the game cards and place next to draw pile according to the following player ratio chart:


2). Randomly disburse player cards face down to each player according to this table:

*THE BENEDICT ARNOLD CARD SHOULD ALWAYS BE INCLUDED WITH ONE OF THE REDCOATS


3). Give each player the number of weapons per the above table (Weapons 1-4 or 1-5). The highest weapon card (Top Weapon) will be either a 5 or a 4 depending on the number of players. Active weapons should be face up on the table for everyone to see. All weapons are active until they are used. After they are used, they become disarmed and must be turned over. They can only be activated again if they are reloaded.


Step #1: Redcoats Discover each other and Benedict Arnold.

Whoever the voice of the table is will start the game by saying:


“Everyone close your eyes;
Redcoats and Benedict Arnold open your eyes and look
around to find the other redcoats;
Benedict Arnold identify yourself by sticking up your thumb.
Everyone close your eyes and put down your thumb.
Everyone open your eyes.”


Step #2: Battle Begins


1). Hand the general to any person randomly selected;


2). The general then hands the two soldier cards to whoever they elect for battle;

3). The two soldiers are then in a battle to select a game card;


4). The two soldiers pick up their active weapons and put one from their hand on the table face down in front of them. (The battle of Wits)

5). The two soldiers reveal their weapon cards at the same time. The soldier who plays the highest weapon wins the opportunity to pick up a game card. In the case of a tie, the general chooses who won the battle.


6). Both soldiers return their weapons to their place in front of them on the table. Any disarmed weapons that have already been played will now be turned face down, not to be used again in the game (unless they are reloaded by the general when the third redcoat or patriot battle card is played). Active guns should remain face up.


7). The winning soldier picks up a game card discreetly. He/she can then either play the card on the game board as a Patriot or Redcoat OR they can ask that the other soldier or general to burn a weapon. Burning a weapon allows the soldier with the game card to discard it (if they don’t want to play it. Why wouldn’t they want to play it? If you are a patriot you probably don’t want to play a Redcoat game card and if you are a Redcoat you probably don’t want to play a Patriot. However, bluffing and other complicated strategies may also come into play here) and grab a new one from the pile.


The soldier is allowed to ask for up to two burned weapons after which they must play the third card. If the general or other soldier refuse to burn a weapon, anyone may burn their “Top Weapon” (#5 for five player or #4 for all other numbers of players). If a weapon is burned (the player disarms one of their weapons by turning it over face down on the table) the soldier can then place this card in the discard pile and pick up a new card. The soldier can either play this new card on the game board or again ask that the general or soldier disarm another weapon of their choice or any other player to disarm their “Top Weapon”. If everyone refuses to burn a weapon for the soldier with the game card, the soldier must play the game card on the board unless they burn their own Top Weapon.

A soldier can only discard two game cards per turn maximum. If a third card is picked up, it must be played.

8). The General is then passed clockwise to the next person in the game. Any player that still has their top weapon may choose to burn it in order to relieve the general of their duties and pass it to the next player (again moving clockwise).


9). In a 5-6 player game, the General can choose only one of the prior soldiers for the next battle. In a 7-10 player game, the General cannot choose either of the prior soldiers.


10). Gameplay continues this way until Redcoat or Patriot victory.

HOW TO WIN THE GAME

There are three ways to win the game:
1). Patriots win five battles;
2). Redcoats win five battles;
3). Redcoats win if Benedict Arnold wins the 4th or 5th Redcoat battle (This means that Benedict Arnold is chosen as a soldier and wins the weapon battle with the other soldier).

Video Tutorial: How to win with Benedict Arnold

HOW TO PLAY THE WEAPON CARDS

Weapon cards should be valued. It is necessary that they be used wisely during the game. In battle, you play a weapon card by picking up your active face-up weapons (those that have not been disarmed), shuffling them so nobody knows which weapon you are going to play, and placing one weapon card on the table in front of you. During a battle, the two soldiers will then flip their selected card simultaneously.


Once a weapon card has been played, it cannot be played again. It changes from an “active” weapon to a “disarmed” weapon and is turned face down. The exception to this is when the 3rd redcoat or patriot battle card is played and the general gets to choose someone to reload. Whoever they reload will turn all of their disarmed weapons face up to be used again.


If a soldier does not have any weapon cards they remain active in the game and can even be chosen by the general to battle. They cannot, however, be victorious in a battle against a soldier with active guns. If neither soldier that is chosen has any active weapons, the general gets to choose the winner of the battle.

*Strategy – It is quite often the case that the team with the most weapons, especially the top weapons, remaining towards the end of the game will win. However, if you are too gun shy, you might miss out on opportunities to win battles, reveal team identities and divulge Benedict Arnold.

TOP WEAPON (#4 or #5)


The “Top Weapon” is either a 4 or a 5, depending on the number of players in the game.


The “Top Weapon” has these additional powers: (The top weapon is NOT the highest weapon of those you still have active. It is the Top Weapon in the game (a #4 or #5). If your Top Weapon is disarmed, these powers may not be used.)


1). You can play your Top Weapon and relieve a general of his duties. If a top weapon is played for this purpose, the general is moved to the next player moving clockwise. This can be done before or after the general chooses his soldiers but MUST be done before the winner of the battle is determined.


2). You can play your Top Weapon to burn the game card that the soldier picks up if the other soldier and general refuse to burn their weapons to discard it. This is true of any player in the game, including the soldier who is trying to get other people to burn for him/her if they have their top weapon still active.


3). You can play your Top Weapon card after a soldier has completed their turn to rummage through their discard pile. You can only view the most recently discarded game cards. Previously discarded cards are not available for view after a new general has selected his/her soldiers. There must be sufficient time given for a soldier to decide to look at discarded game cards meaning that a general can not rush into selecting soldiers if someone wants to examine the discarded game cards. A second player may NOT go through the same discarded cards immediately following another player.

WEAPON RELOAD

The general of the 3rd Redcoat and 3rd Patriot battle victories can elect one player (they can choose themself) to reload all of their weapons. A player who has his/her weapons reloaded simply turns their disarmed weapons back over so they become active again.


If a soldier does not have any weapon cards they remain active in the game and can even be chosen by the general to battle. They cannot, however, be victorious in a battle against a soldier with active guns. If neither soldier that is chosen has any active weapons, the general gets to choose the winner of the battle.


*A general CAN play their top weapon card to look through the discard pile, prior to reloading a player’s weapons. After a player’s weapons are reloaded, the discard pile cannot be rummaged through by any player or the general. This is a good strategy as it can tell you about the soldier in question while also allowing you to essentially keep your top weapon.

THE 5 SECOND RULE FOR GAME FLOW


Sometimes an aggressive soldier will hold onto their game card until they can convince someone to burn a weapon. These tactics can slow a game to a halt. A general may hold a ceremony before they finally decide on who their soldiers are. These stall tactics and others can frustrate play. So, there is a 5 second rule for game flow which is that after a reasonable time for discussion, argument and conjecture, if the game feels slowed down, ANY Player can start a five second countdown in order to force the play of the game card. It is important that this occurs only after a Reasonable time for discussion, argument and conjecture.

YES/NO alternative

If the players of the game find that the five second rule fails to speed up a stubborn player the YES/NO rule can be applied. This rule must be agreed to by all players and is simply that a soldier is forced to IMMEDIATELY play the game card that they are holding when both their opposing soldier and general refuse to burn guns for them. When they say “NO” it is official that they are not going to burn their guns and they cannot go back on it. Ample time must only be given if anyone not in the battle wants to burn their top weapon for the soldier with the game card but they likewise cannot go back on their word once they have said yes or no.


*Strategy – Does this seem too harsh? Make sure you give a reasonable amount of time for gameplay progress. However, bully tactics are not allowed. Some stronger players will try to twist arms. The 5 second rule should be employed under these circumstances and it is up to the majority vote of all players to determine if it was done reasonably

SEE MORE RULES AND STRATEGIES IN YOUR RULE BOOK OR DOWNLOAD THE PDF

* Call/Text Jackson at 509–312-9190 with any questions about how to play or for strategies, tips and encouragement