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Basic Rules Standard Rules Advanced Rules

An Epic Game of Grand Strategy

Designed and Created by Glenn Drover

Gameboard Artwork by Paul Niemeyer


Cover Art and Sketches by Keith Rocco
Graphic Design by James Provenzale
and Fast Forward Design

Special Thanks to Paul Niemeyer without whose talent and inspiration,


this product would not have been possible.

Copyright © 2001 Eagle Games, Inc.


Basic Rules
Introduction The Basic Rules
Rules Concept
The Game
This game allows the players to recreate the Civil War. They move pieces
The rules for The American Civil War are broken into three parts:
that represent armies (Infantry, Cavalry, and Artillery) and leaders, on a map
of the United States at the time of the war. The map is divided into
The Basic Rules: These rules are short and easy to understand.
“Regions” and Cities that act like spaces. The players can move their
They allow anyone to pick up the game and
pieces from one Region to an adjacent Region. When opposing armies meet
begin playing quickly.
in the same Region, a “Battle” occurs. The object of the game is to occupy
The Standard Rules: These rules build on the Basic Rules (and sometimes 8 of the other player’s cities before he can do the same to you.
change them). The Standard Rules allow for more
detailed play. They are more realistic, but still very NOTE: The Basic Rules create a game that is evenly matched. While this is not
playable. After having played the Basic Rules a few historically accurate, it allows both players an equal chance to win. If players
times, players may decide that they want to move on wish to play a game that is more historically accurate, they may ignore the Setup
to the Standard Rules Set for a more challenging game. section of the Basic Rules (below) and use the “Historical Scenario” setup in the
The Advanced Rules: These rules build on the previous two and allow for Scenarios section at the back of the manual.
the highest level of realism within this style of game.
They make the game play a little slower and possibly
longer, but are perfect for the player that wants to add
realism and depth to the game. All Advanced Rules The Board
are OPTIONAL, and may be added to the Standard REGIONS: The map is divided into Regions for purposes of movement.
Rules individually or in their entirety by mutual The lines are gray for the Southern States: The area controlled by the
agreement of the players before the game begins. Southern player at the beginning of the game has gray borders.
The lines are blue for the Northern States: The area controlled by the
Northern player at the beginning of the game has blue borders.
North and South The lines and borders are green for the “Border States”. Either player may
In the American Civil War there were two opposing sides. The North, also move into border states.
called the Union, the U.S.A., or Yankees with their capital in Washington The other lines (red and orange) are for Canada, Mexico, and the Territories.
D.C., and the South, also called the Confederates, the C.S.A., or the Rebels These areas are “out of bounds” and neither player may move into them.
with their capital in Richmond. CITIES: Cities are the small circles with names and numbers next to them.
Cities are a special kind of Region and are treated exactly like Regions for
purposes of movement. Whenever Regions are referred to in the rules,
Cities are meant as well.
LAKES AND OCEAN: The light blue areas are lakes, ocean, and the Gulf of
Mexico. No pieces may move into these areas.
RAILROADS: The long tracks connecting the Cities are “Railroads”.
Railroads are not used in the Basic Rules.
RIVERS: Rivers are decorative and have no effect on movement.
They do not divide Regions.

3
Basic Rules

The Pieces Setting up the Game


There are five types of pieces in the Basic version of The American Civil Before the first turn, the pieces are placed on the board as follows:
War. The pieces are moved around the board, fight other pieces in Battles,
and occupy enemy Cities to win the game. THE SOUTHERN PLAYER: Gray Pieces (Sets up First)
1 Infantry in each Southern City (within the gray borders) (13 Cities)
INFANTRY: Infantry are units of foot soldiers armed with rifled IN ADDITION:
muskets. They are the cheapest and most common type of piece 3 Infantry, 2 Cavalry, 2 Artillery in Richmond
in the game. They move one Region per turn and when they 2 Infantry, 1 Cavalry, 1 Artillery in Chattanooga
fire in Battle they eliminate the enemy on an “8” or higher 2 Infantry, 1 Cavalry, 1 Artillery in Memphis
(rolling two dice) . 5 Infantry, 2 Cavalry, 2 Artillery anywhere in the South (within the gray
borders). Maximum of one piece per Region or City
CAVALRY: Cavalry are units of horsemen armed with carbines
(small rifled muskets). They are faster, but less effective in battle THE NORTHERN PLAYER: Blue Pieces (Sets up Second)
than Infantry. They move two Regions per turn and when they 1 Infantry in each Northern City (within the blue borders) plus St. Louis and
fire in Battle they eliminate the enemy on an “9” or higher Washington D.C. (13 Cities)
(rolling two dice) . IN ADDITION:
3 Infantry, 2 Cavalry, 2 Artillery in Washington D.C.
ARTILLERY: Artillery are units of cannons and the men that 2 Infantry, 1 Cavalry, 1 Artillery in Cincinnati
load and fire them. They are slow and expensive, but deadly in 2 Infantry, 1 Cavalry, 1 Artillery in St. Louis
Battle. They move one Region per turn and when they fire in 5 Infantry, 2 Cavalry, 2 Artillery anywhere in the North (within the blue
Battle they eliminate the enemy on an “7” or higher (rolling two dice) . borders). Maximum of one piece per Region or City

LEADER: Leaders command the armies, and help them


fight more effectively. They can move two Regions per turn. The Turns
They do not “Fire” at the enemy in battle, but can do one of The players take turns moving their pieces and fighting any Battles that
two special things during a player’s “Battle Turn”: Each Leader result. A player must finish moving his pieces for the turn before any
in a Battle can either add one piece to the total number of pieces that can Battles are fought. After both players have had three turns (moving and
Fire per Battle Turn, or attempt to “Rally” one of that player’s pieces that fighting), new pieces are purchased by both players and placed on the
has been eliminated in that Battle. Leaders cannot be Fired at like other board (see “Purchasing New Pieces” below). This sequence is then
pieces, but are only eliminated if they are in the Battle Line and the repeated until the game ends. The sequence is:
opponent rolls an “11” or “12” while Firing at another piece.
(see “Battles” below) Turn 1
Southern Player Moves and Fights any Resulting Battles
FLAG BEARER: Flag Bearers act as markers. They can replace Northern Player Moves and Fights any Resulting Battles
large groups of pieces that are in a single Region. When a Turn 2
Region becomes too crowded with pieces, the player may Southern Player Moves and Fights any Resulting Battles
replace them with a Flag Bearer. He then places the pieces Northern Player Moves and Fights any Resulting Battles
that make up that “Army” on the edge of the board (in the Turn 3
portrait area). Southern Player Moves and Fights any Resulting Battles
Northern Player Moves and Fights any Resulting Battles
Purchase New Pieces
Southern Player Purchases New Pieces and Places them on the Board
Northern Player Purchases New Pieces and Places them on the Board
4 Repeat
Basic Rules
How to Win THE BATTLE SEQUENCE
A player wins the game (immediately) when he owns 8 of the opposing The Battle is then fought out in the following sequence until one player has
player’s Cities at the same time. Opponent’s Cities are owned when the no pieces remaining in his Battle Line.
player has at least one Army (Infantry, Cavalry, or Artillery) piece in the
City. For the purposes of victory for the Northern player, Richmond 1) FIRING (Both Players Take Turns – Defender First)
counts as TWO Cities. For purposes of victory for the Southern player, 2) RALLYING (Both Players Take Turns – Defender First)
Washington D.C. counts as TWO Cities. For purposes of victory St. Louis 3) MOVING PIECES INTO OR OUT OF RESERVE
is considered a Northern City. (Example: The Southern player occupies (Both Players Take Turns – Defender First)
Washington D.C., St. Louis, Chicago, Philadelphia, New York, and REPEAT
Indianapolis. If he captures one more Northern City, he will win the game.)
FIRING
During a Player’s Firing Turn he “Fires” his pieces at his opponent’s pieces
Movement attempting to “Hit” them, thus eliminating them. The “Defending” player
During a player’s turn, he may move all, some, or none of his pieces. (the player whose pieces were in the Region being attacked) Fires first.
Each Region and City counts as one space for the purposes of movement. ■ Only pieces in the Battle Line may “Fire”
Infantry and Artillery pieces may move one Region per turn (i.e. they have
one movement point), and Cavalry and Leaders may move two Regions ■ Each piece may only Fire once in each player’s Firing Turn
per turn (They have two movement points). Whenever a piece moves ■ A maximum of 5 Pieces may Fire in each player’s Firing Turn; Plus
into a Region that contains an opponent’s piece, a Battle occurs (See
one extra piece may Fire per Leader in the Battle Line (Example: The
“Battles” below), and that piece may not move any more that turn.
Confederate player has two Leaders in the Battle Line, therefore he
Pieces owned by opposing player’s may not occupy the same Region
may Fire 7 of his pieces – if he has seven pieces that can Fire)
without fighting a Battle.
■ All pieces in the Battle Line that can Fire, MUST Fire. (Example: If a
player has four pieces in his Battle Line he MUST Fire all of them. He
Battles may not Fire fewer than Four times).
Whenever a player moves pieces into a region that contains pieces that The Firing player chooses which of his pieces will Fire (one at a time) and
belong to his opponent, a Battle is fought. which of his opponent’s pieces he will Fire at (The “Target”). He then rolls
two dice. If the total is equal to or greater than the Firing piece’s “Hit” num-
ber, then the Target is eliminated. Eliminated pieces can be rallied (see
SETTING UP THE BATTLE “Rally” below), therefore they should be kept to the side until after the
Both players take all of their pieces that are in that battle, and place Battle. After the Battle they may be placed in the box with all other
them in two groups: Battle Line and Reserve. eliminated pieces.

1) Battle Line: The pieces in the Battle Line group are placed closest Piece Hit Numbers
to the opponent’s pieces and represent those troops that are lined Cavalry 9
up close to the enemy and are ready to Fire at them. There must Infantry 8
be at least one Army piece in each player’s Battle Line (Not Artillery 7
counting Leaders).
NOTE: Leaders may not be “Targeted”. They are only eliminated during a
2) Reserve: The pieces in the Reserve group are placed behind the Battle if they are in the Battle Line AND the opposing player rolls an “11” or
Battle Line group and represent those troops that are a safe distance “12” when Firing at another piece.
back from the fighting.
5
Basic Rules

COMBINED ARMS BONUS MOVING PIECES INTO AND OUT OF RESERVE


If a player has one of each type of piece (Infantry, Cavalry, Artillery, and During a player’s Reserve Turn, he may move any number of pieces from
Leader) in his Battle Line, he may add +1 to each roll when Firing. the Battle Line to the Reserve and vice versa. He must always keep at
(EXAMPLE: When firing, Infantry usually needs to roll an “8” to score a hit. If the least one Army piece (Leaders do not count) in the Battle Line, or he
firing player has all 4 types in his Battle Line, the Infantry needs to roll a “7”.) This loses the Battle.
bonus is lost if, later in the battle, he does NOT have all 4 types in the
Battle Line. LOSING THE BATTLE
A player loses the Battle when he has no Infantry, Cavalry, or Artillery
RALLYING pieces in his Battle Line. When a player loses a Battle, any of his pieces
During a player’s Rally Turn, each Leader in the Reserve Area may attempt that remain in the Reserve and any Leaders that remain in the Battle
to “Rally” a piece that has been eliminated in that battle so far. Each Leader are eliminated.
rolls two dice. If the total is “9” or higher, he is successful and may take one
piece that has been eliminated and place it in his Reserve Area. Leaders WINNING THE BATTLE
may “Rally” Infantry, Cavalry, or Artillery pieces that have been eliminated, The player who wins the Battle returns all of his surviving pieces (those
but may never “Rally” another Leader piece that has been eliminated. remaining in his Battle Line and Reserve) to the Region in which the
Battle took place.

BATTLE EXAMPLE: Southern Player’s


Reserve

Southern Player’s
Battle Line

Northern Player’s
Battle Line

Northern Player’s
Reserve

SETUP
The Southern Player (6 Infantry, 2 Cavalry, 2 Artillery, and 2 Leaders) is being attacked by
the Northern Player (8 Infantry, 3 Cavalry, 2 Artillery, 1 Leader). The Southern Player places
2 Cavalry and 1 Artillery in Reserve. The Northern Player places his 3 Cavalry in Reserve.
6
Basic Rules
FIRING (TURN 1) FIRING (TURN 2)
The Southern Player can Fire with all 6 Infantry pieces and 1artillery piece The Southern Player can Fire with 5 Infantry and 1 Artillery piece. He Fires
that are in the Battle Line (5 + 2 due to the 2 Leaders). The Artillery piece his Artillery and rolls a “6” (A Miss). He then Fires his 5 Infantry and rolls:
needs to roll a “7” or higher to hit and rolls an “8” (A Hit!). The Infantry 8, 3, 7, 9, and 9 (3 Hits). The Southern Player chooses to eliminate 3 enemy
pieces need to roll an “8” or higher to hit and roll: 8, 5, 12, 4, 6, and 8 (3 Infantry pieces.
Hits!). Southern Player chooses to eliminate 2 Artillery, and 2 Infantry. The
roll of “12” also means that the Northern Player’s Leader was hit and elimi- The Northern Player Fires with 3 Infantry pieces and rolls: 7, 11, and 8
nated. Ouch, that hurt! (2 hits and a Leader Casualty!). He then Fires with 2 Cavalry pieces and
rolls: 9 and 5 (1 Hit). The Northern Player chooses to eliminate 2 Infantry
The Northern player has 6 Infantry pieces remaining on the Battle Line. and 1 Artillery.
Five of them can fire (no Leader). They need to roll an “8” or higher and
roll: 7, 8, 7, 5, and 4 (Only 1 Hit). The Northern Player chooses to elimi-
nate the Artillery piece. RALLY (TURN 2)
The Southern Player attempts to Rally one of his lost Artillery pieces. He
needs a “9” or higher to successfully Rally, and rolls a “6”. Not good enough.
RALLY (TURN 1)
Neither player has a Leader in their Reserve Area, so neither of them can Rally.

RESERVE (TURN 1) RESERVE (TURN 2)


The Southern Player moves one Leader into Reserve and his remaining The Southern Player moves his two Cavalry and Leader from the Reserve
Artillery into the Battle Line. into the Battle Line.

The Northern Player moves all of his Cavalry into the Battle Line. The Northern Player leaves all of his pieces on the Battle Line. 7
Purchasing New Pieces
Basic Rules

After both players have taken three turns moving and fighting any resulting
Battles, they take turns buying new pieces and placing them on the board.
The Southern Player purchases and places his new pieces first.

PRODUCTION POINTS
The player totals his “Production Points” (PP’s) by adding up all “Friendly”
Cities and multiplying by 10.
NOTE: The numbers next to each city do not apply in the Basic Game.
In the Basic Game all cities have a value of “10”.

Friendly Cities are:


1) Those within a player’s borders (Blue for the Northern player, and gray
FIRING (TURN 3) for the Southern player) that are not occupied by enemy pieces, and
The Southern Player Fires his 2 Cavalry and rolls: 7 and 9 (1 Hit). 2) Those that are within the Border States (St. Louis, Louisville, and
He then Fires his 4 Infantry and rolls: 9, 2, 12, and 9 (3 Hits!). Washington D.C.) that have at least one of the player’s pieces in it
He chooses to eliminate 3 Northern Infantry and 1 Cavalry. (not counting Leader pieces)
The Northern Player Fires his 2 remaining Cavalry and rolls: 4 and 7 (No Hits) There are 11 Northern Cities, 13 Southern Cities, and 3 Border Cities.
The Northern Player begins the game owning Washington D.C. and St.
RALLY (TURN 3) Louis (Both players start with Cities worth 130 PP’s).
Neither player can Rally.
NOTE: Washington D.C. is a Border City for purposes of Production,
but it is treated as a Northern City for purposes of Winning the Game
RESERVE (TURN 3) (see Winning above). This is because the City on the game map actually
Neither player moves any pieces. represents Washington D.C. and Baltimore, Maryland. While Washington was the
Capital of the North, Baltimore was a very populous city and filled with Southern
sympathizers.

BUYING NEW PIECES


The pieces have the following costs:

Piece Production Point Cost


Infantry 10
Cavalry 15
Artillery 20
Leader 20

Any Production Points that are not used are lost. Use ‘em or lose ‘em.

PLACING THE NEW PIECES


FIRING (TURN 4) Newly purchased pieces may be placed anywhere within a player’s borders
The Southern Player fires his Infantry first and rolls an “11” and a “12” right (Blue for the Northern player and gray for the Southern player). However,
away. Both of the remaining Northern Cavalry pieces are eliminated. The only one new piece may be placed in any one Region or City. No pieces
Battle is over, and the Southern Player has won. His remaining pieces are may be placed in Regions or Cities that have enemy pieces in them. No
now returned to the Region that they were defending. new pieces may be placed within the other player’s borders or in the
Border States.
8
Standard Rules
The Standard Rules CAVALRY: (Brown Horses) The rifled musket and minié’ ball also
spelled the end of the cavalry charge against formed infantry. Cavalry
of the era were valuable in raiding behind enemy lines, scouting,
The Game covering the army’s flanks, and pursuing a beaten enemy. Expensive to
The American Civil War is a game of grand strategy and tactical battles. create, a commander who misuses his cavalry will become familiar with defeat.
The players take control of the war effort of the North or the South Cavalry moves 2. In battle it has 2 Battle Actions and may Charge or Fire.
from Fort Sumter until the end of the war. Will the Union be preserved,
ELITE CAVALRY: (Black Horses) Certain cavalry units
or will the Confederacy become independent? The players’ decisions
distinguished themselves as far superior to most others. Due to strong
will determine which will occur. The players can build armies of steady
leadership, great horsemanship, and dash, they were able to perform
Infantry, swift Cavalry, and deadly Artillery, or spend their production
feats beyond the abilities of average cavalry. Elite Cavalry moves 2.
training great generals and their staffs, building up their nation’s Navies,
In battle it has 2 Battle Actions and may Charge or Fire. Elite Cavalry are
or their nation’s Rail Capacity. Political or Diplomatic Initiatives can also
the only units that may fire twice in one battle phase. They
turn the tide. By Emancipating the Slaves, Enacting Conscription, Capturing
are also deadly in pursuit.
the Enemy’s Capital City, or Winning on the Battlefield, either side may
change the direction of the war. They may also influence the great
ARTILLERY: Artillery was treated as a supporting arm for the
European Powers to intervene in the conflict.
numerous infantry formations that made up the majority of the armies
of the period. Able to bombard the enemy with solid shot and shell at
The players maneuver armies across a map of the United States from well over one thousand yards, it was also able to blast charging enemy
1861-1865 and parts of Canada and Mexico. Once the armies collide, forces with canister at close range. An army with a significant advantage in artillery
tactical battles are fought: Infantry clashes, cavalry charges, artillery fires, can stand off and pound its hapless opponent at long range, and devastate their
and great generals lead charges or rally the troops. When one army’s ranks if they dare to advance. Artillery moves 1. In battle it has 1 Battle Action
battle-line is broken, it retreats. Vigorous pursuit by the victorious army and may only Fire (though it may fire at a range of 2 battle areas).
can devastate the defeated forces. The capture of enemy cities reduces the
opponent’s ability to produce and support his armies, and ultimately leads LEADERS: (Black Horses) Leader pieces in the game represent
to total victory. several things:
1) Charismatic commanders who can inspire their troops to perform
better: attacking with élan and rallying when discouraged.
The Pieces 2) Outstanding tacticians who have the ability to find the enemy’s
The pieces represent Infantry, Cavalry, and Artillery units (referred to as weaknesses.
Units) or great generals that inspired their troops to heroic feats. The
3) The entire command structure that is capable of effectively controlling
Infantry and Cavalry units roughly represent divisions (approximately 5,000
a large army on the battlefield.
men) and the Artillery units represent battalions (approximately 16 cannons).
Union units are Blue, Confederate Units are Gray, British/ Canadian units All of these aspects allow an army to launch more effective attacks and to have more
are Red, and French units are Light Blue. staying power when the shooting starts. Good leaders often make the difference
between victory and defeat. Leaders move 2. In battle they have 2 Battle
Actions, may Rally troops that have been forced to retreat, or influence
charge combat. Leaders may not be attacked directly in battle.
INFANTRY: The backbone of the armies in the Civil War. Infantry
armed with the new rifled muskets firing minié ball ammunition were FLAG BEARERS: These pieces are used to represent the major
deadly at up to 500 yards. This made the tactic of “the glorious armies on the map. Whenever a player wishes, he may replace
bayonet charge” bloody and wasteful. Infantry moves 1. In battle it a group of units (army) with a Flag Bearer piece. The units are
has 1 Battle Action and may Charge or Fire. then placed on the edge of the map. The battle line vignettes
on the left and right edges of the map are ideal for this, easily showing
which army is in the East (right) and West (left).
9
Standard Rules

Leader Infantry Cavalry Artillery Setting Up the Pieces


There are two ways to play The American Civil War: Historical and
Balanced. The Historical Game is for players that want to start the war
with historical deployments and explore various options within historical
parameters. The Balanced Game is for players who are more interested in
an even game than recreating history. The setup instructions for both
Games appear in the back of this manual under the heading: Scenarios.

The Map How to Win


The map is divided into Regions to determine production, movement, and The South was determined to fight vigorously for its independence. The only
ownership. The Regions are cities or subdivisions of states (or provinces for way that the North could win the war and restore the Union was to invade the
Canada). For the purposes of the game (movement and battle), cities are South and occupy every major city. On the other hand, the North was not directly
treated the same as the larger regions. Regions start out being owned by threatened, and so was fighting for an idea: National Unity or “Union”. The idea
the Northern player (Blue), the Southern Player (Gray), or neither player of holding the country together was a strong one, but not so strong that major losses
(Green for Border States that start the war neutral, Red for Canada owned on the battlefield could be withstood indefinitely. A long bloody stalemate or a
by Great Britain, and Brown for Mexico). Oceans and lakes are depicted in highly successful invasion of the North by Southern or European armies would
blue. No units may move into the oceans or lakes except for amphibious create a massive anti-war movement. One so strong that it would end the war
movement (see below). No pieces may move into the Indian Territory or with the country split in two.
Western “Territories” on the left edge of the board. Rivers are decorative
and serve no function in the game. They do not divide Regions. The Union player wins if he or she simultaneously occupies every Southern
(gray) and Border-State (green) city before the end of the December 1865
The Union player owns all blue regions and the Confederate player owns turn. A city is occupied when it has at least one of the player’s units
all gray regions at the beginning of the game. These regions do not need (Infantry, Cavalry, or Artillery) in it at the end of a monthly turn.
to be occupied by the owning player to remain owned and count toward
production. However, in order to “own” a region that is not the player’s The Confederate player wins if he or she can prevent the Union victory
starting color, at least one unit (infantry, cavalry, or artillery; not a leader) condition above, or if he simultaneously occupies 6 Union cities (blue) at
must remain in the region. If there are no units in a region at all, it reverts the end of the turn (month). For this purpose, Washington D.C. counts as
to its original owner (based on its color), even if it was occupied by an 2 Northern cities. So if the Confederate player captures Washington D.C.,
enemy unit previously. he or she must only capture 4 other Northern cities while holding
Washington in order to win the game.
Only the units from a single side may occupy a region at one time. If units
from the enemy player move into a region with friendly units, a battle
occurs (see Tactical Battles below). However, allied units may occupy the Sequence of Play
same region and even fight battles together. (For example, if Great Britain Each complete turn represents one month of the war. The Confederate
has “fully intervened” and is an ally of the Confederacy, its units may player moves first. After all pieces that the Confederate player wants to
occupy the same region as Confederate units). move have been moved, all battles are resolved (in the order that the
moving player decides). The Union player then moves and all battles
are resolved. The turn marker is then advanced to the next month.

After every quarter (three months) is complete (after March, June, September,
and December), Naval Battles may be declared, then Political Initiatives may
10 be performed, followed by Production of new units (see below).
Standard Rules
The sequence is: Rail Movement
The moving player may move units on railroads. The unit that wishes to
- Confederate Move/ Resolve Battles move on a railroad must start its turn in a city connected to a railroad and
- Union Move/ Resolve Battles the unit must not have already moved during that turn. The player may
- Move Date Marker then move the unit as far as he wants along the rail lines, as long as he does
not enter or cross regions or cities that are owned or occupied by the other
- Confederate Move/ Resolve Battles player. (pieces may not rail into battle.) Units may end their rail movement
- Union Move/ Resolve Battles in any region along the path (does not have to be a city). Pieces traveling by
rail may not move again in the same turn (rail movement takes their entire
- Move Date Marker
turn). Players may move as many pieces on railroads every turn, as he or
she has “Rail Stock” points (Rail Stock Points Used: Cavalry units count as
- Confederate Move/ Resolve Battles “2” and Leaders count as “0”, Infantry and Artillery count as “1”).
- Union Move/ resolve Battles
- Move Date Marker The Union starts the game with 7 Rail Stock points. New Rail Stock points
may be built during production and cost the Union 10 production points.
- Declare Naval Battles The Confederacy starts the game with 4 Rail Stock points. New Rail
- Political Initiatives Stock points may be built during production and cost the Confederacy 12
- Production production points. Players should keep track of their Rail Stock points on
- Begin the Sequence Again the edge of the board where it says “Rail Stock”. Infantry pieces may be
used for this purpose.

Movement Amphibious Movement


Units may be moved from any seaport (a city adjacent to the ocean) to any
The Confederate player moves first every turn, followed by the Union
other region adjacent to the ocean (or the Gulf of Mexico) instead of moving
player. The player’s allies, if any, move during the player’s turn with the
by land. The maximum number of units that may move “amphibiously” in
player’s regular units.
a player’s turn is equal to that player’s “Naval Rating” (Cavalry units count
as 2, Infantry and Artillery count as 1, and Leaders count as 0). If Units land
in a region occupied by enemy units, a battle is fought. The landing units
Land Movement fight that battle at a disadvantage: –1 for all Charge attack rolls and –1 for
There are four types of pieces that move. Infantry and Artillery may move all Fire attack rolls for the landing player in that battle. Also, if the player
one region per turn. Cavalry and Leaders may move two regions per turn. who is landing amphibiously loses the battle, his army may not retreat: all
If a piece enters a Region that contains an opponent’s unit, a Battle is fought of his units that were involved in that battle are eliminated.
(see “Tactical Battles” below), and it may not move further that turn.
Any time an amphibious movement is attempted, the non-moving player
Units may not move into Canada or Mexico unless war is first declared on may attempt to “intercept” the movement by declaring a “Naval Battle”
Great Britain and France (see Political Initiatives below). Units may not ever (see below). If the moving player loses the naval battle, or it is a draw, the
move into the Indian Territory or the Western “Territories”. entire movement is cancelled and all surviving units return to where they
came from. If the moving player loses any Naval Rating points, he also
loses an equal number of units that were being transported (his pick).

The Union player starts the game with a Naval Rating of 5. New Naval
Rating points may be built during production and cost the Union 10 11
production points.
Standard Rules

The Confederate player starts the game with a Naval Rating of 1. Emancipation of the Slaves
New Naval Rating points may be built during production and cost Either player may declare “Emancipation”, however only one player may do
the Confederacy 15 production points. so during the game. The North may only declare Emancipation after win-
ning a battle wherein they eliminate 8 or more Southern units, but the
Players should keep track of their Naval Rating on the right side of the South may declare Emancipation during any political initiative phase with-
board where it says “Naval Rating”. out restriction.

North: If the Northern player declares Emancipation, two things happen:


Naval Battles 1) The Southern player immediately gets 6 new infantry units that may
Naval Battles in The American Civil War are handled abstractly. There are be placed in any region/ city controlled by the Southern player. (Max.
no special pieces that represent the two navies. The relative strengths of 1 per Region)
the Union and Confederate navies are tracked on the board in the Naval 2) The “European Support & Intervention Rating” immediately goes to
Rating area. “12” (making it impossible for the South to get aid from Europe until
the Rating is reduced).
Naval Battles may be declared by either player once every three months
during the Naval Battles phase (after the third turn and before political ini- South: If the Southern player declares Emancipation, four things happen:
tiatives). If neither player wants to initiate a naval battle, then the phase 1) The “European Support & Intervention Rating” immediately goes to
ends and they move on to the Political Initiatives Phase. “5” unless it is already lower.
2) Roll two dice for every State (some are more than one region) in the
Naval Battles may also occur if one player is attempting an amphibious Confederacy that is not entirely occupied by Northern units. On an
landing (see above) and the other player declares that he is attempting to “8” or higher, that state leaves the Confederacy, forms its own gov-
intercept. ernment. Any Confederate units in the State must be immediately
placed in the closest region that is still part of the Confederacy. The
If a naval battle is declared, both players roll two dice. They then add their newly independent state places 1-3 units of infantry (use light blue) in
Naval Rating to their dice roll and compare the totals. If it is a tie, there is no each unoccupied region to protect itself. These units cannot move,
result and the phase ends. If, however, one side has a larger total, the loser but will fight any units (North or South) that move in.
subtracts points from his or her Naval Rating based on the following chart: 3) Confederate player rolls one die for each unit in the Confederate
Army. On a “1” or a “2” that unit is disbanded/ eliminated. They
Lose by Resulting loss of Naval Rating Points simply went home.
1-3 lose 1 Naval Rating Point 4) Add 12 production points to the C.S.A. total. This represents black
4-6 lose 2 Naval Rating Points troops that are able to be recruited into the Confederate Army.
7 or more lose 3 Naval Rating Points
Conscription
Political Initiatives Either player may declare conscription once per game, at any time that
Every three turns, before production, each player may choose one “Political they choose. If the North declares it, they add 20 production points to
Initiative” from the list below. The Confederate player goes first, then the their total for the remainder of the game. The Northern player must then
Union player. roll 2 dice for each of the following cities: Boston, New York, Chicago, and
■ Emancipation of the Slaves
Philadelphia (if they are not occupied by Southern units). If an “8” or higher
■ Conscription
is rolled, riots break out in that city. 1-6 units of infantry/ rioters appear in
■ Diplomacy to Europe the rioting city (Roll one die and use Lt. Blue Infantry). They will fight any
■ Seek Support/ Intervention (South Only) Union units that are in, or move into the city. The affected cities will not
■ Declare War on Great Britain, France, and Canada (North Only) add production points to the player’s total until the rioters have been elimi-
12 nated. Rioters may not be moved out of the city.
Standard Rules
If the South declares Conscription, they add 15 production points to their Declare War on Britain, France, and Canada
total for the remainder of the game. The cities that must roll for a potential
riot are: Richmond, Atlanta, and New Orleans (if they are not occupied by (North only)
Northern units). The affected cities will not add production points to the Angered by Britain and France’s support of the South, and with an eye toward
player’s total until the rioters have been eliminated. adding Canada to the U.S., the North could have declared war and launched an
army into the Great White North. Given the way that the war went (Britain not
helping the South very much, France unwilling to get involved without Britain’s help,
Diplomacy to Europe and a long, costly war that did not free up any large armies to send north), this did
If the Northern player chooses diplomacy, a gift in the form of lucrative not occur, but it might have.
trade deals worth 10 production points from the next production phase
is given to the European Countries (Britain and France). The effect of The Northern player may choose to declare war and invade Canada. This
this is to increase the European Intervention Rating by one. declaration is required before any units may move into Canada or Mexico.
(see “War with Europe” below)
If the Southern player chooses diplomacy, a gift in the form of cotton
worth 10 production points from the next production phase is given to WAR WITH EUROPE
the European Countries (Britain and France). The effect of this is to If Great Britain and France go to war with the North (either due to a decla-
decrease the European Intervention Rating by one. ration of war by the Union, or because of intervention due to a roll of 3 or
more over the European Intervention Rating by the Southern player), the
Seek Support & Intervention (South Only) following things occur:
The South desperately wanted the approval and help of England and France during
the Civil War. She knew that she did not have the manpower or the industrial ■ France takes over Mexico and places 4 Infantry, 2 Cavalry, and 2
strength of the North, and would require outside help to outfit and arm her armies if Artillery units anywhere in Mexico (the Southern player can place
she was going to be able to meet the northern invaders on equal terms. The South them). During the production phases thereafter France gets 5 produc-
hoped that British and French dislike for the U.S. (based on the Monroe Doctrine tion points from Mexico City plus 15 from France. New French units
and competition in trade) combined with a need for the South’s cotton would compel must be built in Mexico City only. If Mexico City is captured by
them to aid the South with war supplies or even join her in her struggle for freedom Northern or Revolutionary units, France is out of the war.
from the Union. ■ During the Union production phases thereafter, the union player may
roll one die for each region in Mexico except Mexico City. On a roll
The Confederacy may seek European involvement in the war. When this of 4, 5, or 6, 1-3 units of Mexican Revolutionaries (use red infantry)
option is chosen, the Southern player rolls two dice and compares the result appear in that region. These units fight the French and are controlled
to the “European Support & Intervention Rating”. If the roll is equal to or by the Union player, but may never leave Mexico.
greater than the rating, the Confederate player gets 15 extra production
points during the next production phase (only if the Southern player still
■ The Southern player may also place 3 units of British Infantry, 1
owns a port). If the roll is three or more higher than the Support & Cavalry, and 1 Artillery anywhere in Canada. The British get all
Intervention Rating, then Britain and France “Fully Intervene” (see “War Canadian production points plus 20 from Great Britain. Newly built
with Europe” below). British units may only be placed in any Canadian City. If all three
cities in Canada are occupied simultaneously by the Northern player,
The Support & Intervention Rating starts the game at “8” and is effected the British are out of the war.
by Diplomacy (see above), Emancipation (see above), The Capture of ■ The Confederate Naval rating immediately goes up 10 points.
Capitals, and the outcome of major battles (major battles are those that
have at least 6 units on both sides). When the Union wins a major battle,
■ The Confederate player gets 20 additional production points during
the Support & Intervention Rating goes up a point. When the Confederacy every production phase as long as he or she owns at least one
wins a major battle, the Support & Intervention Rating goes down a point. Southern port city.
If Richmond is captured by the Northern Player, the Rating goes up 2
points. If Washington D.C. is captured by the Southern Player, the Rating 13
goes down 2 points.
Standard Rules

Production PRODUCTION CHART:


Each city represented on the board has a certain Production Point (PP) value. Cost to North
This represents the economic value of that city and the surrounding regions. Unit Built or European Cost to South
(This includes such things as population, industrial production, and trade.)
Production Points may be used to “purchase” new units, Naval Rating Infantry 9 8
points, Rail Stock Points, or to influence the European Nations. Cavalry 15 11
Elite Cavalry 18 13
After every quarter (three turns) (after March, June, September, and Artillery 15 16
December), a Production Phase occurs. Both players total the production Leaders 19 12
points in the friendly and neutral cities that they own. For the purposes Rail Stock 10 12
of production, Washington D.C. is counted as a Neutral City (It must be Naval Rating 10 15
occupied by an army to be owned, and can give PP’s to either player.
This is because the Washington D.C. city/region represents both In the Civil War, each of the two combatants had strengths and weaknesses that are
Washington D.C. as well as Baltimore.) borne out in the production costs. The differences in unit cost for the Union and
Confederate player represent the vast advantage that the North enjoyed in
Points can only be counted for the friendly cities that the player owns (those Manpower and Industrial resources, and the advantage that the South enjoyed in
that are the player’s color, and are not occupied by enemy units), or the neu- military leadership and cavalry expertise. The North’s strong industrial base allowed
tral cities that the player occupies with at least one unit (Infantry, Cavalry, them to manufacture railroads, locomotives, ships, and artillery in greater quantity
or Artillery). Any enemy cities that are occupied are not counted toward and of better quality. The South’s aristocratic, military, and backwoods traditions
the total, but prevent the opposing player from being able to use those combined to give them superior cavalry and tactical leadership, especially early in the
points. (For Example: The Northern player has one infantry unit in St. Louis, and war. The North’s advantages became more and more pronounced throughout the
another in Memphis. He may add the 10 PP’s for St. Louis, but not those from war as the blockade took effect, the South’s economy wore down, inflation grew
Memphis. However, the Southern player does not get the points from Memphis worse, and the losses on the battlefield were harder and harder to replace from the
either. ) Confederacy’s much smaller population.

Any additional points from Conscription, European Support, or Southern To simulate this, the cost of all pieces, new Rail Stock, and Naval Rating
Emancipation (see above) are then added to or subtracted from the produc- points for the Southern player go up one production point at the start (the
tion point total. If The European powers have entered the war, their January turn) of each year. For example: A new cavalry unit that would cost the
production point totals are kept separately, and they buy their own units. Confederate player 11 production points in 1861, would cost 15 points in 1865.

After totaling each belligerent’s production points, each player takes turns
using them to build new units (see chart below for unit costs). The Tactical Battles
Confederate player builds first. When an army moves into a region occupied by a hostile army, a tactical
battle occurs. Tactical battles are fought after all pieces have been moved
New Units may be placed in any friendly territory (territory in the player’s for that player’s turn. All movement must be completed before any battles
color) that is not occupied by enemy units. A maximum of one unit may be are fought, and no movement may occur after a battle is fought (except
placed in each region or city in any given Production Phase. Retreats – see below). Battles may be fought in any order that the moving
player decides.

14
Standard Rules
The two armies are placed opposite each other, and a divider is placed A player’s “Battle Line” is made up of the Battle Area(s) between his
between them so that the players cannot see the deployment of their “Reserve” Area and the “Middle” Areas on the Tactical Battlefield (see
opponent’s pieces (the gamebox works well for this). The players then diagrams below).
“deploy” their respective armies into “Battle Lines”. When their
deployments are complete, the divider is removed and the battle begins. In a Skirmish, the “Battle Line” consists of one “Battle Area” (see diagram),
and the players set up their forces in that single battle area and/or in the
BATTLE AREAS “Reserve Area”. Units in the Reserve cannot fire, engage in Charge attacks,
The Tactical Battlefield is divided into “Battle Areas” for purposes of move- or be attacked in any way as long as they remain there. Units may move
ment and attacking. The layout of these Battle Areas depends on the size of into or out of the reserve area like any other battle area.
the battle (see “Deployment” below). Any number of pieces may occupy a
Battle Area. NOTE: There is no Tactical Battlefield mat included in the game, as it is unneces-
sary. When deploying, the player groups his units in three groups to form his Battle
DEPLOYMENT Line (one group for a skirmish), and a fourth group behind them (if any) in Reserve.
There are two sizes of tactical battles: During Battle, units moved into the “Middle” Area(s) are easy to see, and any
Skirmishes are small battles (when either combatant has five or fewer units, retreating troops are placed behind the Reserve Area facing away from the battle.
not counting leaders). Skirmishes do not affect “European Intervention”. This leaves the players the flexibility to fight their battles anywhere without the need
Major Battles are large battles (when both armies have 6 or more units, not for extra space for a mat.
counting leaders).

Skirmish: Battlefield
Player A’s Retreat Area

Player A’s Reserve Area


Player A’s Setup
Player A’s Battle Area

Middle Area Divider

Player B’s Battle Area


Player B’s Setup
Player B’s Reserve Area

Player B’s Retreat Area

15
Major Battle: Battlefield
Standard Rules

Player A’s Retreat Area

Player A’s Reserve Area


Player A’s Setup
Player A’s Player A’s Player A’s Player A’s
Battle Line Right Center Left

Middle Flank Middle Center Middle Flank Divider

Player B’s Player B’s Player B’s Player B’s


Battle Line Left Center Right
Player B’s Setup
Player B’s Reserve Area

Player B’s Retreat Area

In a Major Battle, the Battle Line consists of three Battle Areas (Left, Center, and Right – see diagram), and the
players set up their forces in all three Battle Areas and/or in the Reserve. In both cases, at least one unit must be
placed in each battle area that makes up the Battle Line at the start of the battle. After both sides have set up
their armies, the divider is removed and the battle may begin.

SEQUENCE OF BATTLE/ BATTLE PHASES


Battles are divided into four unique “Phases”. The sequence of phases in These phases are repeated until the battle ends (see “Winning the Battle”
each battle turn are: below)
1) Cavalry Phase: Cavalry units may Move, Charge, or Fire (each costs
1 “Battle Action” – see below). Cavalry pieces have 2 Battle Actions BATTLE ACTIONS
per Cavalry Phase. First the attacker, then the defender may act, using Each piece has a certain number of “Battle Actions”: Infantry and Artillery
any, all, or none of their cavalry units. have 1; Cavalry and Leaders have 2. These are essentially the number of
2) Artillery Phase: Artillery units may Move or Fire (each costs 1 Battle things that a unit or Leader can do during its proper Battle Phase. During
Action). First the attacker, then the defender may act, using any, all, the proper Battle Phase, a player may spend a piece’s Battle Action(s) to
or none of their artillery units. Move, Fire, Charge, or Rally (Artillery may not Charge, and only Leaders
3) Infantry Phase: Infantry units may Move, Charge, or Fire (each may Rally). If a piece has one battle action, it may only choose one of its
costs 1 Battle Action). First the attacker, then the defender may act, available options. If a piece has two Battle Action Points, it may choose any
using any, all, or none of their infantry units. two options (or two of the same option). Cavalry may not choose to fire
4) Leader Phase: Leaders may Move or Rally (They can only Rally if twice, though Elite Cavalry may.
16 in the Reserve Area). First the attacker, then the defender may act,
using any, all, or none of their leader pieces.
Standard Rules
TACTICAL MOVEMENT FIRE CHART
If a player chooses to use a piece’s Battle Action to move, he may move the DEFENDING UNIT
piece from any Battle Area to any adjacent Battle Area with the following

ATTACKING UNIT
exceptions: INF. CAV. ART.
INF. 8 9 10
1) When enemy units are in a Battle Area adjacent to the friendly piece
CAV. 9 9 10
to be moved, it may not move into a Battle Area that also has enemy
units adjacent. (i.e. Units may not move from an area adjacent to the ART 6/8* 7/9* 7/9*
enemy to another area adjacent to the enemy). This is similar to “Zone
of Control” rules in many traditional wargames. * Artillery may fire 2 battle areas (no diagonal) as long as there are no units
2) Units in the Retreat Area may not move until Rallied between them and their target. The first number in the chart above is the
(see “Leaders” below) number to hit at a range of one, and the second is the number to hit at a
range of two.

ATTACKING
During their “Phase”, Units may use one Battle Action to “attack” an ■ CHARGE ATTACK: A charge consists of Infantry or Cavalry charg-
enemy unit in a Battle Area that is adjacent. Attacks may be either “Fire” ing into the enemy position to engage in close combat (Artillery may
or “Charge” (see below). Artillery may “Fire” at enemy units 2 areas not charge). Charging is more decisive than firing, but is more risky.
away if there are no units in the area between them. Attacks may only After the moving player declares a charge attack and picks the target
be directed at enemy units directly in front of the attacking unit (not unit, both players roll two dice, add any modifiers (see chart below)
diagonal or sideways). and compare the results. If either player wins by one or two, the
loser moves his unit into the “Retreat Area”. If either player wins by
For example: A Confederate Infantry unit is in the Left Flank, Middle Battle 3 or more, then the losing unit is destroyed and removed from play.
Area. It may Fire or Charge Union units directly in front of it in the Union’s
Right Flank area. It may not fire or charge Union units in the Union Center,
If the defender is Cavalry being attacked by Infantry, the Cavalry unit
or in the Center Middle (sideways).
may choose to avoid contact by retreating into Reserve before the
dice are rolled. This is called “Avoiding” and gives the Cavalry units in
the game the ability to “skirmish” and delay an enemy attack without
■ FIRE ATTACK: Fire attacks consist of rolling volleys of musket fire
becoming seriously engaged. This was an important function of cavalry
directed at the enemy from a distance. This is a safe method in the
during the Civil War.
sense that the attacker cannot lose, but it may not have any effect on
the defender. When declaring a fire attack, the attacker chooses a
target, rolls two dice, and then compares the total to the “Fire Chart” Artillery units may not be charged as long as there are any Infantry
below. If the total is equal to or greater than the number on the chart or Cavalry units in the same Battle Area with it. These other units are
for that type of unit and target, then a hit is scored. If a hit is scored, “covering” the Artillery unit. During the war, artillery units that were left
roll one die to determine what happens to the unit that was hit. If a unprotected were easy prey. However, when adequately covered by nearby
4-6 is rolled, the unit is placed in the “Retreat Area” behind the own- infantry, it was very difficult for the enemy to come to grips with an artillery
ing player’s “Reserve Area” (Units in the retreat area may be rallied unit which would just fall back a short distance while the covering force
later [see rally below]). If a 1-3 is rolled, then the unit is destroyed engaged the enemy.
and removed from play (50%). Note: Cavalry and Elite Cavalry are
only destroyed on a 1 or 2 (33%)

17
Standard Rules

CHARGE COMBAT CHART (Modifiers for the Attacker) The objective in each battle is to break the enemy’s Battle Line (one Area in
DEFENDING UNIT Skirmishes, and three Areas wide in Major Battles. To maintain his Battle
Line, a player must keep at least one unit (Leaders do not count) in each

ATTACKING
INF. CAV ART Battle Area of his Battle Line (Left, Center, and Right in Major Battles).

UNIT
INF. +0 +2* +3** Middle Areas count for this as well (i.e. If a player has no units in one of
CAV. -2 +0 +3** his Battle Line Areas, but has a unit or units in the Middle Area in front of
it, his Battle Line is still intact. (i.e. His Battle Line still has a Left Flank, a
Center, and a Right Flank) (see “Battle Line Examples”)
* Defending Cavalry can withdraw to the reserve when attacked by
infantry to avoid melee, if it chooses to do so Once a player has lost all units in one of his Battle Line Areas (Left, center,
** Artillery cannot be charged as long as there is at least one Infantry or or Right), he has lost. After a player’s Battle Line is broken, all of the loser’s
Cavalry unit in the same Battle Area with the Artillery remaining units join his units in the Retreat Area, and all are subject to
“Pursuit” (see below). After Pursuit occurs, all surviving units of the losing
OTHER CHARGE MODIFIERS: army must retreat as follows:
■ +1 for units in a Battle Area containing a leader (more than one leader

in a Battle Area does not give any additional advantage) 1) If they were the attacking army, the pieces move to one or more of
■ Elite Cavalry gets +1 in addition to the normal Modifier for Cavalry the regions that they came from.
2) If they were the defending army, the pieces move into any adjacent
LEADERS region that is not occupied by enemy units. Defeated defending
Leader pieces have two special abilities: Firstly, when in a Battle Area, armies may not retreat into a region from which attacking armies
they add a +1 modifier to all charge combat in that Battle Area. Secondly, entered that battle.
leaders that are in the reserve area may attempt to rally units that are in the
3) If an army cannot retreat, all of its pieces are eliminated.
retreat area. To attempt a rally, roll two dice for each attempt. On a roll of
“7” or higher the unit is rallied, it is moved from the retreat area into the
reserve area, and may be moved during its next phase. Units in the retreat NOTE: If neither player fires or moves a unit into the Middle Area(s) for two entire
area may not move out unless rallied by a leader in reserve. Battle Turns (Twice through all Phases), the battle ends as a
victory for the Defender and the Attacker must retreat (and is pursued).
Leaders may not be targeted like other units. They may be eliminated
as a result of fire or charge combat that takes place the battle area that NOTE: A player may voluntarily retreat at any time after the first full
they occupy. If the opposing player rolls an “11” or “12” for his fire Battle Turn (all four phases). This is done in any phase before any of his pieces use
roll or charge roll during any combat with a unit in the battle area that any battle actions in that phase. He thereby loses the battle
contains a leader, that leader is eliminated. A leader may also be and is subject to pursuit.
eliminated when successfully targeted in “Pursuit” (see below).

WINNING THE BATTLE


Civil War battles usually saw both armies drawn up in long “battle lines” facing
each other. The usual strategy was to break the enemy’s line, attempting to flank it
or to pierce it. If a battle line was broken, the enemy could pour through the gap and
get behind the army, forcing the enemy to retreat rather than be overwhelmed.

18
Battle Line Examples:

Standard Rules
Player A’s
Battle Line
Player B’s
OK
Battle Line
Player B’s
Battle Line
B’s Left B’s Center B’s Right

Player B’s
OK
Battle Line

B’s Left B’s Center B’s Right

Player B’s
Broken
Battle Line

Left Flank Empty

B’s Left B’s Center B’s Right

19
Standard Rules

PURSUIT Battle Example:


When a battle is over, the side that won gets one last chance to inflict losses
on the defeated army as it retreats. All Infantry, Cavalry, and Elite Cavalry
units in the victorious army (except those in the retreat area) get to roll one
die and consult the chart below. Any rolls equal to or greater than the num-
ber on the chart results in the destruction of the targeted unit.

After Pursuit, all of the winner’s units in the Retreat Area at the end of a
battle rejoin the victorious army.

PURSUIT CHART
DEFENDING UNIT
ATTACKING UNIT

INF. CAV. ART. LEADER


Infantry 6 - 6 6
Cavalry 5 6 4 5
Elite Cavalry 4 5 3 4

If the defeated player has any remaining Cavalry units (or Elite Cavalry) at
the end of the battle (not counting those in the retreat area), then only
Cavalry and Elite cavalry may pursue from the victorious army. In addition,
the Cavalry units that are “covering” the retreat must be eliminated before SETUP
any other targets may be chosen. A Confederate army (9 Infantry, 2 Artillery, and 1 Cavalry) is being attacked
by a Union army (11 Infantry, 2 Artillery, and 2 Cavalry). The Confederate
Player chooses to spread his forces out relatively evenly, while the Union
20 player deploys his main effort on his Right Flank.
Standard Rules
CAVALRY PHASE (TURN 1) ARTILLERY PHASE (TURN 1)
The Union player moves first (attacker), and decides to kick off his attack The Union player Fires his two Artillery units at the Confederate Infantry
on his right with two Cavalry units. Each Cavalry unit uses one Battle in the Center. At a range of 2, the Artillery units need an “8” or higher to
Action to move into the Middle Area on the Right Flank. They then use hit Infantry. The Union player rolls a “7” and an “8”: One more hit. He
their remaining Battle Action to Fire at the enemy. They both target an then rolls one die and gets a “1” and the Confederate Infantry is eliminated.
Infantry unit (9 or higher to hit rolling two dice). The Union player rolls The Confederate player now fires his Artillery unit on his Left Flank (the
a “5” and a “10” for one “hit”. The Union player then rolls one die to Union player’s Right). At close range (1 Battle Area), the Artillery needs a
see what happens to the unit that was hit. The result is a “5” (1, 2, 3 = ”7” or higher to hit Cavalry. The Rebel player rolls a “9” and hits! The Hit
elimination & 4, 5, 6 = retreat for Infantry and Artillery), and the Result roll is a “3” which means that the Cavalry retreats (3, 4, 5, 6 = retreat
Confederate Infantry unit is placed in the “Retreat” Area. The Confederate for Cavalry & 1, 2 = elimination). The Confederate player now rolls for a
player decides to not move his Cavalry just yet, saving him to cover long range shot with his Right Flank Artillery unit at the Union Infantry
a possible retreat. unit. He rolls an “11” (2 dice) followed by a “3” (1 die) resulting in a hit
and a kill!

21
Standard Rules

INFANTRY PHASE (TURN 1) CAVALRY PHASE (TURN 2)


The Union player decides to launch his all-out attack on the Right Flank and The Union player decides to get his Cavalry out of harm’s way and
moves all of his Infantry on that Flank into the Middle. He also decides to moves him back to his Right Flank Battle Area and then over to his Center.
move his Infantry unit that was in the Reserve as well as one of the Infantry The Confederate player is still unsure of the outcome of the battle, and
units from his Center to reinforce the Left Flank. leaves his Cavalry in reserve.
The Confederate player fires his two Infantry units on his Left Flank at the
advancing Union Infantry (8 or higher to hit), but rolls a “4” and a “7”. He
then moves two Infantry from his Right Flank to his Center and the Two
Infantry that started the phase in the Center to his threatened Left Flank to
shore it up.

LEADER PHASE (TURN 1)


Neither player has any Leader units in this battle, so this phase is skipped.

22
Standard Rules
ARTILLERY PHASE (TURN 2) INFANTRY PHASE (TURN 2)
The Union player fires his Artillery at long range (“8” or higher to hit The Union Player can now attack six times on his Right Flank. He decides
Infantry) rolling a “7” and an “8” for one hit. The Hit Result roll is “6” to Charge with all of them. Although this is risky to his troops, he has the
and the Confederate Infantry retreats. Confederate Infantry there outnumbered so he decides to make an all-out
assault. Both players roll two dice for each Charge attack (There are no
The Confederate player rolls a “7” for his short range shot on his Left Flank modifiers for Leaders and +0 for Infantry vs. Infantry).
(“6” needed to hit Infantry at a range of one). The Hit Result roll is a “2” The results are:
resulting in the elimination of the Union Infantry. The long range shot Union 8 vs. Confederate 5 = Confederate eliminated
from the Artillery unit on the Confederate player’s Right Flank is a miss. Union 3 vs. Confederate 5 = Union retreat
Union 6 vs. Confederate 9 = Union eliminated
Union 9 vs. Confederate 10 = Union retreat
Union 11 vs. Confederate 6 = Confederate eliminated
Union 7 vs. Confederate 6 = Confederate retreat
The Union player also decides to put some pressure on the now weak
Confederate Right Flank. He advances his three Infantry from his Left
Flank into the Middle. He also backs up this attack with the Infantry
from the Center.

The Confederate player fires his Infantry on his Right Flank at the
advancing Yankees and rolls a hit, which results in an elimination.
His Left Flank Infantry fires and misses. 23
Standard Rules

LEADER PHASE (TURN 2) ARTILLERY PHASE (TURN 3)


Skipped. The Union player fires at the Confederate Cavalry in the Center and hits on
his first attempt. The hit results in a retreat. The second Artillery unit may
CAVALRY PHASE (TURN 3) now target the last remaining unit covering the Confederate Center. The
The Union player leaves his Cavalry in his Center to guard his Artillery. Union player rolls a “6”: not good enough! The Confederate line holds –
The Confederate player sees that his Center is weak, and decides to sacri- for now.
fice his Cavalry by moving it into the Middle Center. This is a very risky
move because if his Cavalry is hit, it cannot cover his retreat if he should The Confederate player fires his Artillery on his Right and scores a hit
lose the battle. Despite this, the Confederate player believes that he might resulting in the elimination of a union Infantry unit. The Artillery on the
be able to pull off a victory since he now has two Artillery shots coming at confederate Left Flank hits as well, but only manages to make the Union
close range. A major victory would sure look good in London. infantry retreat.

24
Standard Rules
INFANTRY PHASE (TURN 3) CAVALRY PHASE (TURN 4)
The Union player fires twice on his Left Flank, scoring one hit on the The Union player pulls out all the stops and moves his Cavalry back into
Confederate Infantry which results in its elimination. The Infantry on the the Right Middle Area. The pressure is definitely on.
Union Right fire at the Confederate Artillery (“10” or higher to hit). The
Union player rolls a “5”, and then an “11”: A hit! The Hit Result roll is a
“1”, and the Confederate Artillery is eliminated. Lastly, the Union player
moves his Infantry unit from his Left Flank forward into the Middle Left.
The Confederate Infantry on the Confederate Left Flank misses. Things are
looking desperate for the Southern player. He considers retreating his
Infantry in the Center into Reserve, and thus losing the battle before more
damage can occur. However, he needs this win too much, and holds on to
his long-shot chances and remains.

LEADER PHASE (TURN 3)


Skipped.

25
Standard Rules

ARTILLERY PHASE (TURN 4)


The Union player fires his Artillery in his Center and scores a hit right
away. The result is an elimination and the immediate end of the battle.

POST SCRIPT
During the Pursuit that follows the Yankee victory, the Union player gets to
roll one die for each unit of Cavalry and Infantry that remains in the battle
(but not those in the retreat area). If the Confederate player had been more
conservative and kept at least one Cavalry unit out of harms way, only the
Union Cavalry would have been able to “Pursue”. The Northern player
targets the enemy Artillery with his Cavalry first (4 or higher on one die
means elimination), rolls a “5” and chases down the struggling guns as they
are being dragged off the battlefield (The Confederate Artillery is eliminat-
ed). The four remaining Union infantry may now only target the four
retreating Confederate Infantry (Infantry cannot ever target Cavalry in
Pursuit – A “6” on one die is required for them to eliminate the Confederate
Infantry). They roll “2”, “4”, “4”, and “6”. One final Confederate Infantry is
eliminated. In the disastrous encounter, the Confederates salvage only 3
26 Infantry and 1 Cavalry. These troops retreat to a Region adjacent to the
Region in which the battle took place.
Advanced Rules
The Advanced Rules Initiative
One of the key benefits of aggressive cavalry scouting and great leadership (by
interpreting and acting on the information gained in such scouting) was “initiative”.
These rules are in addition to the Standard Rules. They may be used in part Initiative was knowing where to move, moving first, and making the enemy react to
or in total at the discretion of the players before play begins. When playing your movements instead of the other way around. In the game initiative is deter-
the Advanced Rules, if there is a conflict with the Standard Rules, the mined before each major battle. Both players roll two dice. +1 is added for
Advanced Rules take precedence. each unit of cavalry in a player’s army (at the beginning of that battle), +2
for each elite cavalry unit, and +1 for each leader. The results are compared:
How to Win (Additional) — If one side wins by one or more, that side moves first, regardless of
ELECTION: In November 1864, Abraham Lincoln was forced to run for
who the attacker was.
President during a Civil War. His opponent was disgruntled former general
George B. McClellen, a peace candidate whose platform included a negotiated — If one side wins by three or more, that side moves first and can
peace with the Confederacy to end the bloody Civil War. If Lincoln loses the watch the other side setup its forces before setting up its own.
election, the war ends in a Confederate victory and two separate nations. (No divider).
— If one side wins by 5 or more, then the winner has totally surprised
If the North does not fulfill the following conditions by the end of October his opponent. The player with initiative moves first, can watch his
1864, the South wins its independence and the game: opponent setup his forces before setting up his own. In addition,
all of his pieces get an extra Battle Action during the first turn (all
1) The Union player must occupy at least 7 Confederate cities by the four phases)
end of October, 1864.
2) The Union player must win a major battle (6 or more units on both
sides) during July, August, September, or October of 1864. Capturing Artillery
Artillery that is “eliminated” due to a Charge attack or during “Pursuit”
is “Captured” instead of eliminated. The enemy piece is swapped for a
Experience friendly piece which is placed in the capturing player’s Reserve Area.
During the Civil War, mass conscripted armies made up of citizen-soldiers clashed
on the battlefield and learned their craft as they went. These recent civilians were of
pretty poor quality at the beginning of the war, but after a couple of years, both Entrenchments
armies were equal or better than any in the world at that time. As the war dragged on and casualties mounted, the soldiers and generals alike
learned that honor and bravery did not preclude them from building defensive works
After every major battle, both players roll 2 dice. If the winner of the battle to prevent needless casualties. By the end of the war, the armies had become so
rolls a “7” or higher, he gets a free Leader piece. If the loser rolls a “9” or proficient at building breastworks and entrenchments, that the field entrenchments
higher, he gets a free Leader piece. These new pieces are placed with the around Petersburg were almost identical to the trenches of World War I, almost
army that was just in the battle. If there were no survivors on one side, no fifty years later. The Civil War can truly be called the first modern war.
leader is received. This represents the experience and confidence gained from
actually participating in battle. Experienced armies could stay in the field longer Before a battle starts, the defending army can declare that they want to
(Rally) and attack with more effect (Charge). These traits are modeled in the game attempt to build entrenchments. They roll two dice for each Battle Area
through the Leader pieces. Both the victors and the defeated learned lessons from (Left, Center, and, Right) in which they have at least one Infantry unit
battle. The difference in the dice roll is due to the moral superiority and confidence (not the Middle Areas). In each Battle Area that attempts to build
that comes with victory. entrenchments, one Infantry unit is turned backward and cannot act
during the next Infantry Phase (it’s a little busy).
27
Advanced Rules
In 1861,if they roll a “10” or higher, then there are entrenchments in that England, like the Federal government in Washington D.C. was not prepared to lose
area. Entrenchments give the defender the benefit of –1 on Fire attacks members without a fight; And that the colonies, who formed a somewhat loose con-
against them, and –1 on all Charge attacks against them. As the war goes federacy, could not put together a coherent war effort.
on, entrenchments become more common and more effective. In 1862 a “9”
or higher is needed; in 1863 an “8”; in 1864 a “7”, and by the last year of the The Confederacy that the “members” formed in 1861 was comprised of fiercely inde-
war in 1865 a “6” or higher will mean that entrenchments have been built in pendent States. Often, the central government in Richmond could only request and
that area of the battlefield. In 1864 and 1865 the protection against fire cajole the self-interested States to comply with its requests. This led to a somewhat
attacks is increased to –2. disjointed war effort. Sometimes the States would refuse to let the troops that they
raised leave the State, especially when threatened by Yankee armies.
When using this rule, armies defending cities automatically have entrench-
ments in all three Battle Areas. Entrenchments are represented by placing When using this rule, each Southern State must have at least one unit
Flag Bearer pieces in the Battle Area(s) that have entrenchments. within its borders at all times, and at least two if any region within the
State is occupied by a Northern unit. The Confederate player must place
Destroying Railroads newly purchased pieces in any State that is in violation of this rule as
Whenever an enemy city is captured (except for Norfolk), they lose one Rail soon as possible.
Stock point. This represents the disruption of the rail net, the loss of rail stock, and
the destruction of actual track. Reinforcements
Whenever an attacker moves units into a battle from more than one region,
Blockade he must pick which army (group of units) is the main army. The main army
The South’s Imports (“support” production points from Europe) can be starts the battle, and all others must roll one die to see when they arrive.
blocked by the Union navy. Blockade can be declared by the Northern All newly arriving units that are not present at the start of the battle appear
player during any production phase that the South will be getting in the Reserve Area when they arrive and may move normally on the next turn.
production points from Europe. Roll two dice and compare it to the
difference between the Union Naval Rating and the Confederate Naval Roll Turn of Arrival
Rating. If the number rolled is equal to or less than the difference, the 1 After the 3rd Turn
imports are blocked, and the production points are lost. 2 After the 2nd Turn
3 After the 1st Turn
Avoiding Naval Battles 4–6 Start of the Battle
If a naval battle is declared, the non-declaring player may attempt to
avoid battle. Two dice are rolled and compared to the total number of
ports owned by that player plus “4”. If the roll is equal to or less than Terrain (Optional)
the total, the battle is avoided successfully. Players who want to add another layer of realism can add terrain to their battles.
These must be mocked up, as there are no terrain pieces included in the game.
This is fairly easy to do and can be anything from cardboard or coins, all the
State’s Rights way up to miniature trees and rocks available at hobby stores.
The eleven states that succeeded from the Union in 1861 believed that the individual
States that comprised the United States had ultimate authority, rather than the
Federal government. Thus, when the policies of that Federal government were Terrain may only be used in major battles (6 or more units on both sides).
contrary to their interests, they felt that they had every right to depart. Some in the At the beginning of a major battle, before deploying the armies, each player
South equated the Union of States to a club formed by mutually consenting members. rolls to see how many special terrain features his side of the battle has by
If one of the members decided that the club no longer served his interests, he could rolling two dice and consulting the chart below. Once he determines how
give up his membership and depart at any time. This sounded logical, and was many, he rolls to see what kind they are and then places them while setting
even supported by the not too distant precedent of the American Revolution. The up his forces. The player may place these special terrain markers in any
philosophers who made the analogy and pointed to the Revolution should have of his three Battle Areas (left, center, or right), but only one per Area.
28 looked more closely at their example. If they had, they would have noticed that This represents an army picking the best ground in the area to fight from.
Advanced Rules
SPECIAL TERRAIN CHARTS
Scenarios and Notes
Roll Number of Special Terrain
2–5 No Special Terrain There are two ways to play The American Civil War: Historically and
6–8 1 Special Terrain Balanced (A-Historically). The historical scenario closely models the actual
9 – 11 2 Special Terrain conflict in the starting positions of the armies and the relative strengths and
12 3 Special Terrain weaknesses of the two combatants. History will be changed based on the
command decisions of the leaders (players). The balanced scenario allows
Roll Special Terrain Effects players to play a balanced GAME. It answers the question “What if the two
sides were evenly matched?”
2 River Behind +2 to all pursuit rolls if this
Entire Army army is defeated
3–4 Stream -1 to Charge into Historical Scenario
5–6 Village -1 to Fire into & -1 Charge into
Start Date: June 1861 (First Production after the September 1861 Turn)
7–8 Woods -1 Fire into
Naval Ratings: North: 5; South: 1
9 – 11 Hill/ Ridge +1 Artillery fire from; -1 Charge into
Rail Stock: North: 7; South: 4
12 River in Front No Charge attacks possible;
of Entire Army No pursuit possible
Production Points: North: 115; South: 80; Neither: 5
The North begins with Washington D.C. and St. Louis
Four Player Games STARTING TROOPS
If there are four players, there are two different ways to play:
North
Washington D.C.: 5 Infantry, 1 Cavalry, 1 Artillery
THEATRE COMMANDERS
Cincinnati: 3 Infantry, 1 Cavalry, 1 Artillery
Two players play on each side (North and South) as a team. Each player
Chicago: 4 Infantry, 1 Artillery
on the team commands one of the two major Theatres (East and West).
St. Louis: 3 Infantry, 1 Cavalry
Both players move the pieces that are in their Theatre.
14 Infantry: Maximum 1 Infantry/ State (Placed by the player)
The Eastern Theatre Commander is the overall commander and the Western
South
Commander is his subordinate. The Overall Commander decides which
Richmond: 4 Infantry, 1 Elite Cavalry, 1 Artillery
troops are assigned to which commander and/or where the geographic
Charleston: 2 Infantry, 1 Cavalry
dividing line between the two Theatres lies. The Overall Commander also
Mobile: 2 Infantry
issues general orders to the Western Commander. The Western
New Orleans: 3 Infantry, 1 Cavalry
Commander may disregard these, however, the Eastern Theatre
Memphis: 3 infantry, 1 Elite Cavalry, 1 Artillery
Commander (Overall Commander) may punish him by taking away troops
Atlanta: 2 Infantry, 1 Cavalry
or area. It is even possible for the Overall Commander to completely
7 Infantry: Maximum 1 Infantry/ State (Placed by the player)
relieve his subordinate.

BATTLEFIELD COMMANDER Balanced Scenario


The other way to handle multiple players is to give one player command of
all battles. In this organizational structure, one player moves all the pieces Start Date: June 1861 (First Production after the September 1861 Turn)
on the strategic map, makes all political and production decisions, and the Naval Ratings: North: 5; South: 5
other player directs all the tactical battles. Rail Stock: North: 6; South: 6

29
Advanced Rules

Production Points: All Cities are worth 10 PP’s remaining fun, fast, and playable. The tactical system has changed and
The North Begins with Washington D.C. and St. Louis evolved over a two year period. The final version rewards players for
North: 130 PP’s; South: 130 PP’s doing the same things that made the best Civil War generals great:
Maneuvering their forces to bring superior forces into battle; Creating an
SPECIAL RULES army with balanced forces of combined arms to maximize effectiveness;
No Political Actions (No European Intervention, Utilizing these various arms properly during a battle – (e.g. Cavalry charges
Conscription, or Emancipation) sound romantic, but are a huge waste of a very valuable commodity);
Having a good feel for when to hold on and go for a victory, and when to
STARTING TROOPS retreat and try again another time.
North
Washington D.C.: 5 Infantry, 2 Cavalry, 2 Artillery Some gamers complain about the luck of the dice going against them.
St. Louis: 4 Infantry, 1 Cavalry, 1 Artillery However, if a player maximizes his nation’s strengths, exploits the other
Cincinnati: 3 Infantry, 1 Cavalry, 1 Artillery nation’s weaknesses, keeps his opponent guessing, and gives himself
11 Infantry Maximum 1 Infantry/ State (Placed by the player) every advantage in battle, he will not lose to a less competent, but luckier
opponent. All luck changes in the long run; Good play is constant.
South
Richmond: 5 Infantry, 2 Cavalry, 2 Artillery History is not a musty tome or a distant intangible. It is the living story of
Memphis: 4 Infantry, 1 Cavalry, 1 Artillery people just like us who have met adversity. I sincerely hope that those who
Chattanooga: 3 Infantry, 1 Cavalry, 1 Artillery play this game enjoy it. I also hope that it fires their imaginations with the
11 Infantry 1 Infantry/ State (Placed by the player) story of history and how it might have taken a different path.

Glenn Drover
Design Notes October, 2001
The inspiration for this game came from my childhood in the early 1970’s.
This was a “Golden Age” of plastic toy soldiers and historical boardgames.
These games captured my imagination and began my love affair with CREDITS
history. When I began designing The American Civil War, I hoped to give
the same gift to countless new young people, while allowing many older Game Concept & Design: Glenn Drover
gamers to relive the joys of their childhood. The challenge that immediately Box Cover and Sketch Art: Keith Rocco
arose was how to design a game that kids and non-gamers could play, but
that would also appeal to a mature gamer. I ultimately decided to create Gameboard & Component Art: Paul Niemeyer
three separate, but related rule sets for each game. This would offer Graphic Design & Layout: James Provenzale; Fast Forward Design
those that purchased the game to be sure that there was something in
Production & Assembly: Neal Chukerman; Chukerman Packaging
the box that they would enjoy. It also allowed a great deal of flexibility
and re-playability. Plastic Production: Matt Jacobs; Advanced Molding Solutions
Playtesting: Glenn Drover, Jack Provenzale, Brian
Beyond accessibility to a large audience, I wanted to create a game that was Ritzenthaler, Paul Niemeyer, Christopher
extremely historically accurate while still being fun and playable. I believe Murphy, Alfredo Lorente, Layne Roschen, The
that we have achieved this with the standard and advanced rules. The Source Friday Night Game Group
game system does a very good job of modeling the strategic dilemmas and
opportunities of both sides in the War Between the States while still
30
Conquer the world!
War! Is a game of empire building, exploration,
economic expansion, technological advance-
ment, diplomacy, and tactical battles in the age
of Imperialism (1830 – 1900). Players rule one of
the great powers of the era as they attempt to
carve out an empire. Should they build up their
army or economy? Negotiate or attack? Spend
on research or a new fort to protect the frontier?

Napoleon in Europe is an epic game of grand strategy and


tactical battles during the age of Napoleon (1796 – 1815).
The players are leaders of the great powers of the era:
France, Great Britain, Prussia, Austria, Russia, Spain, and the
Ottoman Empire. Using diplomacy and warfare, they attempt
to dominate Europe with armies of Infantry, Cavalry, and
Artillery. Strategy and tactics used in the game are based
on those of the era while remaining fast and playable.

Both Games Feature:


Hundreds of magnificently sculpted plastic miniatures.
A gigantic 46” x 36” Game Board with artwork by
world renown artist Paul Niemeyer.
3 sets of rules from basic to advanced.
w w w. e a g l e g a m e s . n e t
©2001 Eagle Games, Inc.

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