Build a Cabinet, Free the Thirteen
13-0Free the Colonies
Pick five people for your cabinet, then free the thirteen colonies one at a time. Every colony gives you a clue and a map. Click where you think it is. Your score is how many you set free, out of thirteen.
Current situation
— — —
Cabinet Complete
President
Vice President
General
Propaganda Minister
Treasurer
What 13-0 is
13-0 is a second mode inside World Draft. It uses the same draft — five rounds, six candidates, five cabinet jobs — but everything is drawn from the thirteen original colonies instead of 195 modern nations, and it ends on a map instead of a simulation. You are not conquering anybody. You are trying to free thirteen colonies by finding them.
The name is the perfect score. Free all thirteen and the record reads 13-0: thirteen colonies out, none left under Crown control. Anything less is a partial campaign, and the game is honest about which ones got away — the final record lists all thirteen and marks the ones that held out.
Where 195-0 is a game about judgement under limited information, 13-0 is a game about knowing where things are. The cabinet still matters, but it matters differently: a well-drafted team does not win the map for you, it makes the map more forgiving when you are nearly right.
How a 13-0 run works
- 01
Draft Five People
Five rounds, six candidates each, five cabinet jobs to fill. Every candidate is drawn from one of the thirteen colonies and one category, so the pool is smaller and stranger than the modern-nation draft.
- 02
Take the Map
The draft does not score you. It converts into four campaign abilities — retries, click tolerance, clue budget, and second clues — which decide how forgiving the next stage is.
- 03
Free a Colony
Thirteen rounds. Each names a colony, gives you a clue, and shows the seaboard. Click where you think it is. Land inside it and the colony turns amber and stays free.
- 04
Read the Record
The final record is a score out of thirteen, the list of which colonies held out, and a note on what your cabinet was actually worth on the map.
What the cabinet buys you
Every seat converts your fit for that role into one campaign ability. A seat filled badly is not a disaster — it just gives you the floor of the range instead of the ceiling. The numbers below are the actual ranges the game uses.
President
Retry
1–3 retries
Every colony you miss can be attempted again. A well-fitted President buys you up to three retries across the whole campaign.
Vice President
Steady Hand
×1.00–×1.15
No single ability of their own, but a good Vice President widens the click tolerance on every colony. The most forgiving seat to fill badly.
General
Tolerance
0–40 km
A strong General counts a click that lands near the colony's border, not only inside it. This is the seat that decides how forgiving the map is.
Propaganda Minister
Second Clue
0–13 colonies
Unlocks the geographic clue for every colony. A strong appointment unlocks it for all thirteen; a weak one leaves you guessing from the nickname alone.
Treasurer
Buy Clues
2–6 clues
A budget you can spend to unlock one colony's final clue — the year, the capital, the detail that gives it away. Spend it where you are stuck.
The Vice President is the odd seat: no ability of its own, but a multiplier on whatever tolerance your General brings. Appoint a strong General and a strong Vice President together and the map becomes noticeably more forgiving. Read the campaign guide for what to do with each ability.
Scoring — one point per colony
There is no formula and no variance. Thirteen rounds, one colony each, one point for every colony you free. Your score is a count of 13, and the outcome bands run from a total collapse at zero to a clean sweep at thirteen.
- 0113+13-0: ALL THIRTEEN FREE
- 0211+INDEPENDENCE SECURED
- 038+A WORKING MAJORITY
- 045+HALF A NATION
- 052+A FEW LOYAL COUNTIES
- 060+THE REBELLION COLLAPSES
The thirteen colonies
The pool the draft draws from, grouped the way the game groups them: New England, the Middle Colonies, and the South.
- New Hampshire1623New EnglandPortsmouth
- Massachusetts1620New EnglandBoston
- Rhode Island1636New EnglandNewport
- Connecticut1636New EnglandHartford
- New York1624Middle ColoniesNew York City
- New Jersey1664Middle ColoniesPerth Amboy
- Pennsylvania1681Middle ColoniesPhiladelphia
- Delaware1638Middle ColoniesNew Castle
- Maryland1634Southern ColoniesAnnapolis
- Virginia1607Southern ColoniesWilliamsburg
- North Carolina1663Southern ColoniesNew Bern
- South Carolina1670Southern ColoniesCharles Town
- Georgia1733Southern ColoniesSavannah
FAQ — questions about 13-0
Q1.Is 13-0 a separate game from 195-0?
It is a second mode inside the same game. The draft works the same way — five rounds, six candidates, five cabinet roles — but everything is drawn from the thirteen original colonies instead of 195 modern nations, and the score is out of thirteen instead of 195.
Q2.How do I score points in 13-0?
One point per colony freed. Each round names no colony, gives you a clue, and shows a map of the eastern seaboard. Click where you think that colony is. Land inside it and it is free.
Q3.What is the cabinet for?
The draft decides how forgiving the map is. President gives you retries, General widens the click tolerance, Propaganda Minister unlocks the geographic clue for every colony, and Treasurer gives you a budget for buying the final clue. A cabinet that fits its roles makes the thirteen much easier to free.
Q4.Why do Massachusetts and Virginia look bigger than they should?
Because the map shows the colonial borders, not the modern ones. Maine was part of Massachusetts until 1820 and West Virginia was part of Virginia until 1863, so both are folded back into their parent colony here.
Keep reading
The Thirteen Colonies
When each colony was founded, what it was for, and why Maine counts as Massachusetts here.
Free the Colonies
The campaign stage in detail: how a click is judged, and how to spend retries and clue budget well.
13 Colonies GeoGuessr
How a clue-and-map game compares with photo-guessing, and why these thirteen are unusually hard to tell apart.
13 Colonies Map Quiz
No cabinet, no clues, no tolerance — just thirteen prompts and a blank coastline. Test whether you actually know the seaboard.