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Game Guide (Round 5)

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Chapter 1. Characters
Chapter 2. Attributes & Traits
Chapter 3. Legislative Branch
Chapter 4. Executive Branch
Chapter 5. Judicial Branch
Chapter 6. States
Chapter 7. Elections
Chapter 8. Newspapers
Chapter 9. Business
Chapter 10. Minigames
Chapter 11. Understanding History
Chapter 12. Admin Responsibilities

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Your character is essential to gameplay. Try to put yourself in the shoes of the person you create. Transport yourself to 1789 and see the world through their eyes. After you have signed up with a bio, you will continue to build depth to your character as you play the game. Why not keep a personal journal or roleplay the newest happenings in the capital city.

Creating a Character

To start playing the game, you should complete and submit this form which will create a new thread in the Characters forum. You will be asked some information about the character and will get to choose at least one trait for your character (See Chapter 2. Attributes & Traits). Your first character will by default become a member of his state legislature, so keep in mind that you should create an adult white male for your first character. It is what it is at this point in history. An admin will be along shortly to approve your character and will post the attributes of your character. As the character progresses through the game, an admin will post an update of your attributes in this post. You are encouraged to regularly update your biography as your career advances.

Multis and Character Death

But no one can live forever. Because the game moves so quickly, it is inevitable that your character will pass away. For this reason, we encourage the use of multiple characters through the surrogates attribute (see Chapter 2. Attributes & Traits). Note that each character has an individual surrogates attribute, so you will likely be able to have as many multis as you would like. Your first multi should be your heir (the person who will receive your game assets in your will, not necessarily a family member). You are permitted one multi per surrogate point that you (as a player) have, but they must be in different areas of the game. You must create a new character for each multi you have. Provided you have the surrogate points, you may have a multi in any (or all) of the following categories:

At any time, any character can pass away. When this happens, an admin will contact the player, post in the Newspaper Help Desk to be disseminated through the newspapers, and move that biography thread in the Welcome Center to the Character Graveyard. If the character had posted a will prior to their death or after 24 hours, the player's new primary character receives the deceased character's entire portfolio of assets. If a will is not posted, the new primary character sacrifices 1/2 of the portfolio. As part of this inheritance, the new primary character will receive an amount from $0 to $20,000 (called character death compensation) depending on the achievements of the deceased character. 

When a player does not visit the website for two weeks, all of his or her characters will become NPCs. This means that they will remain in the game, but will be under the control of the admin team. At any time a player may sign back into the game and reclaim his or her characters, but the player must take back all of their living characters. In other words, you cannot abandon a multi once it has been created in favor of another multi. You are permitted to cause your character to commit suicide, but you will forfeit the entire warchest of that character and will not receive any character death compensation. 


In the IC world, there exist a number of historical figures that will play right alongside you. These characters are controlled by the admins and often represent the great American politicians that existed in the era. Generally, these characters will remain historically accurate as much as possible, but you have the opportunity to influence them. You may write to them in the Correspondences forum.

There are three types of NPC characters, and their type will determine their involvement with the game.

  • Admin NPC: These NPCs are the most involved. They will often participate in elections, vote in Congress, help shape public opinion, and are generally the most powerful NPCs in the country. They may act independent of player wishes. Admin NPCs are usually listed with a * before their names.
  • Fictional NPC: These NPCs come entirely from the imagination of the admins. They are meant to augment gameplay for the players. Fictional NPCs will usually have a ~ before their names.
  • NPC: Normal NPCs are used, generally after-the-fact, to fill out historical rosters and to complete the game. This is the default NPC level. When included in decision-making, they will almost always follow player wishes. They will usually have a + before their names.
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Character Attributes & Traits


In this round we will use an expanded attributes system for all characters. Attributes are earned through his or her bio, traits, or by completing Quests. Each attribute carries with it certain bonuses and advantages used throughout the game. Each attribute is maxed out at 100 points. The attributes are:

  • Leadership: Leadership represents the ability for the character to lead other individuals. This is a particularly important attribute for military officers, as officers with high leadership are able to organize troops well, maintain formation in battle, and can execute an orderly retreat when the need arises. For statesmen, the leadership attribute represents the ability to organize votes, coordinate elections and reign in on public servants.
  • Martial: Martial is a representation of physical power, personal combat/weapon ability, and toughness. It is the primary attribute for duels. This is an important attribute for military officers as an individual low in martial are physically weak, poor fighters and are unable to endure long marches. A high martial attribute provides a bonus to health, allows characters to intimidate NPCs and provides endurance against the harshest of terrains.
  • Intelligence: Intelligence is a representation of mental awareness and ability. For statesmen, intelligence is the primary attribute for plots and ploys, as well as defense against them; opinion pieces would be more effective and should the attribute be high enough, allows characters to impress NPCs. Intelligent officers can react quickly and efficiently in dangerous situations, are able to come up with efficient plans and plots that require ability, and generally excel in all situations which can benefit from a quick thinker. A character would be deemed illiterate if this attribute is too low. 
  • Charisma: Charisma represents how pleasant a character is to be around, how physically attractive they are, and how skilled they are at influencing others through speech. Characters with high charisma inspire loyalty, dedication, and are able to make a good impression when meeting with people. Characters with a low Charisma are more likely to upset and disappoint people they meet, will not inspire loyalty and dedication in those under them, and are more likely to suffer from betrayal and abandonment in general.
  • Stewardship: A character's business instincts and knowledge is represented by the Stewardship attribute. A character with high Stewardship will have more profitable business ventures, military commanders will find that supplies go further, and generally makes better bureaucrats and government officials. Conversely, those with low Stewardship are more likely to squander their income and should go nowhere near the federal purse. 
  • Surrogates: In the 18th century, you don't campaign for yourself in elections. Thus, it is both necessary and useful to have other characters do it for you. This attribute allows you to have one multi per surrogate point (for example, 3 Surrogates allows you 3 multis not including your primary character). Many of the minigames require a multi (See Chapter 10. Minigames).
  • Health: This is a very rough estimate of how close to death the character may be. This can be increased and decreased through numerous variables such as age, traits, your profession, home state, etc. It will generally decrease by 1 per year. Your character is likely to die well before reaching 0 but it becomes more likely as the number decreases. 


  Leadership Martial Intelligence Charisma Stewardship Surrogates Health  
Attractive 2     16     1 Positive
Charitable 12     5   1   Positive
Humble 7 2 3 5 3     Positive
Intelligent     20         Positive
Kind 9 1 1 5 1 1   Positive
Patient 1 7 5 1 6     Positive
Scholar 1 2 10   7     Positive
Soldier 9 12 3       -2 Positive
Strong 2 8         5 Positive
Traveler 4 4 6 4 6   -2 Positive
Angry 2 1   -9     -2 Negative
Arrogant -3 -1 -4 -2       Negative
Dimwit     -10         Negative
Drunkard -2   -2 1 -5   -1 Negative
Envious -2 -2 -2 -2 -2     Negative
Gluttonous       -2     -4 Negative
Greedy -9 -2   -2 3     Negative
Homosexual -3 -2   -3 -2     Negative
Hunchback -2 -3   -1     -2 Negative
Paranoid -2 -3 -2 -2 -3   1 Negative
Slothful   -4     -2   -2 Negative
Stutter -2     -8       Negative
Ugly       -10       Negative
Weak   -6         -2 Negative
Womanizer -2 -1 -2 2 -2 1 -4 Negative
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Legislative Branch

One of the most exciting positions available in the game is a seat in the U.S. House of Representatives. Each year, any character can run for a House seat and will receive a salary based on their position. At the beginning of each session of Congress, a Speaker will be elected to preside over the House. Each party should also elect a House Leader and any other leadership positions the party deems necessary in their respective private club forums. 


Each and every member of the House of Representatives must run for reelection. This includes both NPC members and players. Most races, however, will not be closely contested. Each election the admin team will identify several key races for national involvement. Characters wishing to seek election or reelection must file in the appropriate thread in the IC Activities forum. There is a filing fee, so be sure to plan ahead!

In each odd-numbered year, the admin team will provide each party with a list of those House members who are planning to retire as well as those candidates who have declared their interest. Each party can then select six races that they wish to actively contest. Sometimes, a player may receive an NPC challenge. If the player loses the race, he or she may run again in 2 years with their primary character or multi. Please visit Chapter 7. Elections for rules on campaigning. All campaign and multi limits still apply.


When a new state is admitted or the House reapportions itself for another reason, the next House election will incorporate the changes. The House cannot change its numbers in the middle of a session. When a new state is added to the union, it does not send new Representatives until the next House election.


Though the House is considerably more powerful at this point in history, we will also simulate the Senate. Each bill that passes the House must also pass the Senate in order to become law. The major political parties are given an opportunity to influence the vote of the Senate. Once a bill is brought up for debate in the Senate, a representative from each party will need to post a whip level within 24 hours. You will need to select one of the following whip levels, listed from most likely to vote for the bill to least likely to vote for the bill:

Aye Level 3
Aye Level 2
Aye Level 1
Nay Level 1
Nay Level 2
Nay Level 3

The parties may post any other important information, but only a whip level is required.

Senate elections are conducted in each State forum, with each player, NPC House member, and other important NPCs from that state endorsing candidates. All Senators are elected by state legislatures (see Chapter 6. States). 

As a general rule, if at least 75% of the House is filled with players and admin NPCs for two consecutive roll calls, the Senate will be made available to players.

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Executive Branch

The President, Vice President, and all appointed executive positions are available to players either with their main character or a multi (multi rules apply). 

Classified Posts

From time to time, your character may become privy to classified information. There are strict rules attached to these posts according to the following rules. Remember that even if one of your character's has access to these posts, only that character and no others knows the classified information.

The President is responsible for designating each forum as Secret, Restricted, or Unclassified. If the forum has not been designated, the default is unclassified. Additionally, the President must specify any players who shall be privy to restricted or secret information.

  • Unclassified: All IC posts are considered unclassified unless designated otherwise.
  • Restricted: Information designated as restricted will typically involve items of national security that do not pose a significant risk to the United States. Typically, diplomats and peripheral ministers will have access to this information. Upon the end of the President's administration, this information will be declassified unless redesignated by the new President.
  • Secret: The most sensitive information will be designated as secret. Typically, only the President and his most trust advisers will be privy to this information. This information will remain secret indefinitely until declassified by the President.
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Judicial Branch

In this round we will fully simulate the U.S. Supreme Court and the bench is open to players with their main character or a multi (multi rules apply). If nominated by the President and confirmed by Congress, each Supreme Court justice will retain his or her seat until resignation or the death of the character. 

New Cases

All federal laws are posted in the U.S. Code & Statutes forum. All of these laws have been passed by the Congress as part of the game, so there is no check for their constitutionality. That is where lawyer multis come in. If at any time you believe a certain law is unconstitutional, a lawyer multi should create a new thread in the Case Filing. You should outline the facts of the case (you can use some creative liberty here, but keep it realistic). Also describe the law you are challenging and any IC precedent. 

Behind closed doors, the Supreme Court justices will debate among themselves whether your case is compelling enough to be heard by the Court. Once 2/3rds of the justices agree to hear the case, the process will move forward. The lawyer character that created the case and the government (if applicable) will be contacted to give testimony and answer questions by the Court. Then, the justices will deliberate privately and make a ruling. This ruling is binding and can only be overturned by a later case, Constitutional amendment, or admin intervention.

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In this time period, your true loyalties usually lies with your state rather than the federal government. We simulate governor elections and allow for the customization of state laws (found here). You can interact with the state legislature to change these laws or influence elections in your state forum. This forum is In Character, but very informal. The decisions of the state legislature will be conducted in this forum. This includes not only changing state laws, but also Senate elections and some Governor elections. New players start in their respective state legislatures, but all players and NPCs are seen as having influence in the state legislature. 

If you wish to change a state law, create a new thread in your state forum. If you have a multi in the legislature you can make a motion, but you could also use your primary character to recommend something and a NPC will usually do what you ask. The motion does not need formalities such as a format or requiring a second. Upon being made, the Governor of that state will recognize the motion. For 72 hours after the motion is recognized, players are encouraged to debate the measure (if it is to change a law), or 48 hours to discuss the candidates (if it is an election). 

After time for debate has elapsed, the legislature will vote on the question. This is also informal and does not include any whipping by the players (as we do in the U.S. Senate). Instead, the votes of each state legislator will be based on the arguments presented in debate by players in that party. For example, if all of the Federalist players speak strongly in favor of eliminating slavery, then most (if not all) of the Federalist legislators will also support it. Likewise, if only one Republican player shows up to give weak opposition, then Republican legislators will not be as united to support the party position. 

Players are permitted to run for Governor in all states.

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Regularly, the admin team will conduct elections for President, the House of Representatives, the Senate, and the governorship of each state. Every two years, each player is encouraged to campaign on behalf of his or her favorite candidates. You may campaign for yourself by using your multis and player allies.

There are a variety of ways that you can do this, I will list them from most effective to least effective:

  • You may hold campaign events in your home state. You should post them in the In-Character Activities forum. These events are very simplistic, often involving your character standing in a public square giving a speech. While Senators are elected by State legislatures, the legislators are quite interested in which candidates are more popular.
  • You may write editorials in the various state newspapers supporting one candidate over another. You are limited to only one editorial per character in any paper each RL day. Be mindful of the Newspaper Readership Points of each newspaper in each state.
  • Each newspaper owned by a player may post one endorsement in each race.
  • You may write letters to NPCs encouraging them to vote for one candidate or another. Only Admin NPCs (see Chapter 1. Characters) will actively engage in election activities.

In the 18th century, you should never, never, never campaign for yourself. Your campaign events will include speeches of your character's friends and family.

Legislature Elections

Elections where the legislature selects the winner (Senators and some Governors) will take place in that state's forum. This legislature vote will take place very similarly to votes to change state laws.

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Newspapers represent the only form of mass media in this period, and hold immense sway as a result. A newspaper's readership points represent that outlet's influence over each state, each point representing a significant number of readers. There are four ways to become involved with newspapers: as an editorialist, as an editor, as an owner, or as an investor. A player-owned newspaper makes $1000 for each readership point before state taxes.

Any character can act as an editorialist, submitting editorials to newspapers for publishing. A character can only submit a single editorial per day, but can reuse editorials in different papers, or can submit an editorial every day to the same paper. Each editorial will help sway the public.

A media character may act as an editor, running a newspaper. Editors can write multiple articles every day, ostensibly providing the public news, but realistically shaping the public's perspectives in any manner the editor sees fit. A player can try to be the truly fair -- or try to be the most yellow journalist in history. An editor must also oversee the operations of a newspaper, establishing a bank account for it, and using funds from that account to further the paper's interests.

Any character can act as an owner, paying $15,000 to establish a newspaper company, or otherwise purchasing a newspaper company. A player that founds/purchases a newspaper company must appoint an editor to run the company. The owner of a paper may hire/fire the editor at will, and sell the company at will. The paper must pay the editor (who serves the function of the CEO in a normal business) at least 10% of the paper's annual profits, the tax rate for each state where the readership point generating income is, and must allow the paper to keep at least 50% of the paper's annual profits for newspaper operations, but may keep the rest for himself. Multiple characters may jointly own a paper.

Any character can also create a newspaper corporation for $15,000. A player that founds a newspaper corporation will divide that corporation into shares of stock, all of which the player will initially possess, but all of which the player may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing editors. The founder of a newspaper corporation will get to appoint the first editor -- but the stockholders may remove that editor at any time in accordance with the corporation's rules.

Note that player-owned newspapers share a lot of similarities with companies and corporations in Chapter 9. Business, but are operated separately because their revenue relies on Newspaper Readership Points rather than income posted in the Economic Update. Newspaper editors must still post an annual financial update in the Business forum similar to those required by business CEOs. A player may have both a newspaper editor or journalist multi and a business CEO multi (they do not technically fall within the same category).

Publishing House

Any character can publish a book or pamphlet in the publishing house. A book will generate profit for the author and influence public opinion. Books are graded on the following categories:

  • Topic Interest: Is the topic of the book interesting and historically accurate?
  • Compelling Writing: Is the writing itself interesting?
  • Impact: Does the book leave the reader thinking? Does it simply tell a story or call the reader to action? Does it shine a new light on an IC historical event?
  • Proofreading: Are there typos?
  • Publicity: Is the book being talked about in newspapers and through roleplaying?
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Every main character enters the game with a meagre amount of money but in order to be successful in America a dynasty should look to turn that money into as much wealth as possible. Such is the American dream. Being in Congress is not very profitable, and being in any other government role not much better, requiring that character to be successful in the business world in order to be successful in the political world. Multis do not enter the game with any assets, and should be connected to the main character in some way to allow those characters to rely on the main character for money.

The game takes place in difficult times, where businesses open and close every day, and where a business' fortunes are often decided by forces well beyond its control. A character can certainly draw a strong ethical line between business and political interests, so as to most effectively serve the public good. But most politicians in this time period made decisions based as much on ideology as on personal interest. A character can follow this example, seeking to enact policies that will not only improve the nation, but also improve that character's economic fortunes. Indeed, the most successful characters will likely combine political and business worlds, seeking to use political power to enhance private power.

Any character can act as an owner by establishing a company, or otherwise acquiring a company. A character that founds/purchases a company may appoint a business character to run the company, or may directly run the company. The owner of a company may hire/fire the chief executive at will, and sell the company at will. The owner of a company must pay the chief executive (if there is one) at least 10% of the paper's annual profits, and must allow the company to keep at least 50% of the its annual profits for operations, but may keep the rest for himself. The owner of a company must cover a company's losses. Multiple characters may jointly own a company, and in fact a corporation may own a company. The location of a company's headquarters must be specified.

Any character can act as an investor by establishing a corporation, or investing in a corporation. A character that founds a corporation will divide that corporation into shares of stock, all of which the character will initially possess, but all of which the character may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing chief executive of the corporation. The founder of a corporation will get to appoint the first chief executive -- but the stockholders may remove that chief executive at any time in accordance with the corporation's rules. A corporation goes bankrupt whenever it runs out of money; no one is required to cover its losses. The location of a corporation's headquarters must be specified.

Players should use this thread to create new businesses as well as purchase additional assets.

A company or corporation may seek profit by investing in certain areas of the economy. A business can invest in a sector of the economy by purchasing an asset in that sector, the price of an asset varying by sector. When a business purchases an asset, that business is founding/buying a subsidiary to operate in that sector, which will then operate without the business' direct management. A new asset does not generate revenue until the following year. A business can indirectly impact that company, though, via politics, diplomacy, war, or the news. A player should always keep in mind his assets when voting on bills, approving treaties, etc. -- remembering that a vote on a bill might end out hurting that player's investments.

The Administrative Board will post an Economic Update annually, which details how each sector is doing. The Economic Update will specify how much Assets for each sector now cost, and will specify how much a character should gain/lose for each asset within a sector. It will be the responsibility of the chief executive of a business to keep track of how many assets his business possesses in each sector, and to determine how much the business gained/lost from these assets. Please take note here -- a business may make a lot of money from its assets, but a business can also lose just as much money. It all depends on how a sector of the economy does, which will depend largely on political/diplomatic/military/news events. Admins may award companies/corporations in certain states special bonus profits, based upon what occurred during the previous cycle.

Each year the CEO of the company or corporation must post a financial update of their business in the Business forum including a breakdown of their assets, revenue generated from those assets, taxes paid, salaries for the CEO and other executives, and the total profit for the business. Total annual profit for the business is added to the cash of the company owner (or shareholders in the case of a corporation). 

A business may get rid of an asset in three ways. First, the business may "close," the asset, which amounts to shutting down the business that asset represents, which costs a quarter of the cost of buying that asset. Second, the business may sell the asset, but only to another character, and the price of such sale is completely up to the characters. Third, the business may "transform," the asset into an asset in another sector, which costs half as much as creating a new asset in another sector (unless the government establishes a program to asset in such transformation). A business may also lose an asset to forces beyond its control -- a pirate ship might be sunk, a tornado might destroy a plantation, or a flood might devastate a road. There is little insurance in this time period, and such losses, though devastating, are often for that reason final.

There are thirteen sectors of the economy, and an asset may be purchased in any:

  • Shipbuilding and the Sea Trade (SST) -- Invest in shipbuilding, ship operation, and international trade! Profits soar when there is more Euro-American trade (or more American ships being built), and profits plummet when there is no Euro-American trade (or less ships being built). SST assets may be transformed into PAP, TST, or FCT assets.
  • Privateering and Piracy (PAP) -- Invest in privateering, which can mean being a naval mercenary, or can just mean being a pirate! Profits soar during wartime (or if the US Navy stay small), and plummet during peacetime (especially if the US Navy gets big). PAP assets may be transformed into SST, TST, or FCT assets.
  • The Slave Trade (TST) -- Invest in the slave trade! Profits soar and plummet based almost entirely on politics -- the slave tariff, bans on the slave trade, anti-slave patrols, etcetera. TST assets may be transformed into SST, PAP, or FCT assets.
  • Fishing and Coastal Trade (FCT) -- Invest in fishing, ferries, and the river trade! Profits soar in good weather with good tariffs, and plummet in bad weather with bad tariffs. FCT assets may be transformed only into PAP assets (as these small ships are incapable of doing SST or TST work).
  • Construction and Internal Trade (CIT) -- Invest in construction work, and land trade! Profits soar when more money is put into national infrastructure, but profits plummet when that infrastructure is destroyed in war. CIT assets may be transformed into NRMR assets.
  • Natural Resource Mining and Refining (NRMR) -- Invest in mining, refining, and related work! Profits soar as more natural resources become available to the nation (Manifest Destiny!), and plummet whenever mines/refineries are destroyed in wartime. NRMR assets may be transformed into CIT assets.
  • Armaments and Munitions (AAM) -- Invest in the arms market! Profits soar during wartime (or whenever there is lots of military spending), and plummet during peacetime (or whenever there is not much military spending). AAM assets may be transformed into MAN assets.
  • Manufacturing (MAN) -- Invest in building things! Profits soar when tariffs are high (especially in wartime), but plummet when tariffs or low (especially in peacetime). MAN assets may be transformed into AAM assets.
  • Plantation Agriculture (Slaves, Tobacco, Cotton) (PA) -- Invest in plantations and slaveholding! Profits soar when tariffs are low, but plummet when tariffs are high. Political factors relating to slavery also obviously have an impact. PA assets may be transformed into AA assets.
  • Agribusiness Agriculture (No Slaves, Foodstuffs, Grain) (AA) -- Invest in farming! Profits soar when subsidies are high, but plummet when subsidies are low. AA assets also do better when PA assets are failing, and when Western expansion is in full force. AA assets may be transformed into PA assets.
  • Entertainment, Media, and the Arts (EMA) -- Become a patron of the arts! See profits when the economy is doing well, but losses when the economy is doing poorly. Keep in mind -- you may be remembered if you end out patronizing the next great author! EMA assets may not be transformed.
  • Law and Government (LAG) -- Invest in the government-based sector! Profits soar as the government expands, profits plummet as the government shrinks. LAG assets may not be transformed.
  • Territorial Speculation (TS) -- Invest in the frontier! Buy land, hoping to sell it at great profit as the nation expands. Profits soar as land is brought into the union, but plummet whenever that land is raided/lost. This is perhaps the most profitable, but most fickle, area -- a gold rush could make you rich, but an Indian rush could make you poor. TS assets may be transformed into AA assets. Come 1900, Territorial Speculation will be transformed into Finance and Insurance (FAS), which will be again the most prosperous, but also the most fickle, area.

When a player signs in, that player should establish his/her company, and designate what assets that company owns. It is always a player's duty to track his/her assets through their CEO character. 

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From time to time the admin team will host a variety on minigames that players can participate in using a multi. This post will be updated as minigames are introduced.

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Understanding History

The administration team  recognizes that all players will be playing the game with a modern point of view. It is absolutely essential, however, that players and admins alike attempt to realistically simulate the time period in which the game is taking place. In most admin posts (particularly news articles), there will be OOC notes explaining it. Players are encouraged to do the same if OOC comments are necessary.

Players are also strongly encouraged to utilize outside resources such as The History Channel or ushistory.org. Adequate research and an ability to put yourself in the shoes of historical American figures will spell success in this game.

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