Last Updated on May 14, 2025 by The Official Game Rules Team
Watergate is a tense, two-player strategy game that immerses players in the infamous political scandal that brought down a U.S. president. With a dynamic card-driven system, historical depth, and tactical decisions, Watergate offers an engaging and cerebral battle of wits where history hangs in the balance.
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How to Play Watergate
Game Overview
Watergate is a 2-player, asymmetric, card-driven game based on the real-life political scandal of the 1970s.
- One player takes the role of a Washington Post Editor, aiming to uncover the Watergate scandal and connect informants to Nixon.
- The other plays as the Nixon Administration, trying to suppress the evidence and survive until the end of Nixon’s term.
Game Objective
- Nixon wins by collecting 5 Momentum tokens on their momentum card.
- The Editor wins by connecting 2 informants to Nixon using a chain of face-up evidence tokens on the evidence board.
Components
- 20 player cards (Editor)
- 1 Momentum card (Editor)
- 20 player cards (Nixon)
- 1 Momentum card (Nixon)
- 1 Game board
- 1 Initiative card
- 1 End-of-Round overview card
- 36 Evidence tokens (in 3 colors + dual-color)
- 7 Picture tiles (Informants)
- 9 Momentum tokens
- 1 Initiative token
- 1 Bag
Setup
- Choose sides: One player is Nixon, one is the Editor.
- Place the board between players so that it’s upright for the Editor and upside-down for Nixon.
- Each player:
- Takes their 21 role-specific cards (20 player cards + 1 Momentum card).
- Shuffles their 20 player cards into a personal deck.
- Places their Momentum card face-up next to the research track.
- Place the Initiative card next to the research track with arrows pointing to the Editor.
- Place:
- The Initiative token and 1 Momentum token on space 0 of the research track.
- The remaining 8 Momentum tokens as a supply.
- Create a supply of the 7 picture tiles (“Potential Informant Supply”).
- Place all 30 Evidence tokens into the bag.
Gameplay Structure
Watergate is played over several rounds, each consisting of three phases:
Phase A: Initial Phase
- Draw cards:
- Each player draws cards equal to the value on their side of the Initiative card (either 4 or 5).
- If your deck runs out, shuffle your discard pile into a new deck.
- Nixon draws evidence:
- Nixon draws 3 evidence tokens from the bag, looks at them in secret, and places them face down on the 0 space of the research track.
- Nixon can view face-down tokens at any time. The Editor cannot.
Phase B: Card Phase
Players take alternating turns starting with the Initiative holder. On your turn:
- Play 1 card from your hand.
- Each card has:
- A Value Part (move a token on the research track 1–4 spaces toward your side), or
- An Action Part (resolve the event text on the card).
- You must choose one, not both.
Using the Value Part
- Move a token (Initiative, Momentum, or Evidence).
- To move an Evidence token:
- Token must match the color on the card.
- Dual-color tokens match either color.
- Joker symbols allow moving tokens of any color.
Special Rules for Face-Down Evidence Tokens:
- Nixon: May flip face-down tokens and move them directly.
- Editor: Must ask Nixon if a matching color exists. If so, Nixon chooses which to reveal and move.
Using the Action Part
- Follow the instructions on the card.
- Card types:
- Events (one-time effects; removed from the game after use).
- Journalists (Editor only; discarded after use).
- Conspirators (Nixon only; discarded after use).
- Reactions (played in response to specific opponent plays).
Phase C: Evaluation Phase
- Return neutral evidence tokens (on space 0) to the bag.
- Initiative token:
- Goes to the player on whose side it ended up.
- If still on space 0, the other player gains it.
- Momentum token:
- Claimed by the player whose side it’s on.
- If on space 0, it returns to the supply.
- Award evidence tokens:
- Tokens are pinned to the evidence board:
- Editor: face-up (used to build connections).
- Nixon: face-down (blocks connections).
- Color must match the space.
- Tokens are pinned to the evidence board:
If an evidence token has a special symbol, move the momentum token 1 space toward your side.
- Start the next round:
- Place the Initiative and 1 Momentum token back on space 0.
- If there are no Momentum tokens left to place: Nixon wins immediately.
Winning the Game
- Nixon wins when:
- 5 Momentum tokens are placed on their momentum card, OR
- No Momentum token is available during setup of a round.
- Editor wins when:
- 2 Informants are connected to Nixon via face-up evidence tokens.
- Connections must be unbroken lines—no gaps or face-down tokens.
Card Effects and Strategy Notes
- Many cards feature quotes (flavor only).
- Some cards require conditions to activate.
- Reaction cards cancel opponent’s specific actions (e.g., canceling a Conspirator or Event).
- Card discard/removal rules vary:
- Events = removed from game
- Conspirators / Journalists = discard pile
Pinning Rules
- Evidence tokens:
- Must go to an empty space matching the token’s color.
- Editor: face-up to build connections.
- Nixon: face-down to block.
- Picture tiles (Informants):
- Cards may instruct you to “pin a picture.”
- Editor pins face-up, Nixon pins face-down.
Appendix: Historical Context
The rulebook includes 10+ pages of historical background on:
Informants and Conspirators (John Dean, Martha Mitchell, John Ehrlichman, etc.)
The Watergate break-in
Nixon’s administration and resignation
Deep Throat (Mark Felt)
Bob Woodward and Carl Bernstein







