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3
Basic Rules
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.
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Basic Rules
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.
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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.
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”.
Any Production Points that are not used are lost. Use ‘em or lose ‘em.
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.
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.
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.
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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
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Major Battle: Battlefield
Standard Rules
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.
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).
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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
Player B’s
Broken
Battle Line
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Standard Rules
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
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
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
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.
25
Standard Rules
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.
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?