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Standard Rules
Advanced Rules
Basic Rules
The Standard Rules: These rules build on the Basic Rules (and sometimes change them). The Standard Rules allow for more detailed play. They are more realistic, but still very playable. After having played the Basic Rules a few times, players may decide that they want to move on to the Standard Rules Set for a more challenging game. The Advanced Rules: These rules build on the previous two and allow for 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 are OPTIONAL, and may be added to the Standard Rules individually or in their entirety by mutual agreement of the players before the game begins.
The Board
REGIONS: The map is divided into Regions for purposes of movement. The lines are gray for the Southern States: The area controlled by the 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. The lines and borders are green for the Border States. Either player may move into border states. The other lines (red and orange) are for Canada, Mexico, and the Territories. These areas are out of bounds and neither player may move into them. 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.
Basic Rules
The Pieces
There are five types of pieces in the Basic version of The American Civil War. The pieces are moved around the board, fight other pieces in Battles, and occupy enemy Cities to win the game. INFANTRY: Infantry are units of foot soldiers armed with rifled muskets. They are the cheapest and most common type of piece in the game. They move one Region per turn and when they fire in Battle they eliminate the enemy on an 8 or higher (rolling two dice) . CAVALRY: Cavalry are units of horsemen armed with carbines (small rifled muskets). They are faster, but less effective in battle than Infantry. They move two Regions per turn and when they fire in Battle they eliminate the enemy on an 9 or higher (rolling two dice) . ARTILLERY: Artillery are units of cannons and the men that load and fire them. They are slow and expensive, but deadly in Battle. They move one Region per turn and when they fire in Battle they eliminate the enemy on an 7 or higher (rolling two dice) . LEADER: Leaders command the armies, and help them fight more effectively. They can move two Regions per turn. They do not Fire at the enemy in battle, but can do one of two special things during a players Battle Turn: Each Leader in a Battle can either add one piece to the total number of pieces that can Fire per Battle Turn, or attempt to Rally one of that players pieces that has been eliminated in that Battle. Leaders cannot be Fired at like other pieces, but are only eliminated if they are in the Battle Line and the opponent rolls an 11 or 12 while Firing at another piece. (see Battles below) FLAG BEARER: Flag Bearers act as markers. They can replace large groups of pieces that are in a single Region. When a Region becomes too crowded with pieces, the player may replace them with a Flag Bearer. He then places the pieces that make up that Army on the edge of the board (in the portrait area).
The Turns
The players take turns moving their pieces and fighting any Battles that result. A player must finish moving his pieces for the turn before any Battles are fought. After both players have had three turns (moving and fighting), new pieces are purchased by both players and placed on the board (see Purchasing New Pieces below). This sequence is then repeated until the game ends. The sequence is: Turn 1 Southern Player Moves and Fights any Resulting Battles Northern Player Moves and Fights any Resulting Battles Turn 2 Southern Player Moves and Fights any Resulting Battles Northern Player Moves and Fights any Resulting Battles Turn 3 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 Repeat
Basic Rules
How to Win
A player wins the game (immediately) when he owns 8 of the opposing players Cities at the same time. Opponents Cities are owned when the player has at least one Army (Infantry, Cavalry, or Artillery) piece in the City. For the purposes of victory for the Northern player, Richmond counts as TWO Cities. For purposes of victory for the Southern player, Washington D.C. counts as TWO Cities. For purposes of victory St. Louis is considered a Northern City. (Example: The Southern player occupies Washington D.C., St. Louis, Chicago, Philadelphia, New York, and Indianapolis. If he captures one more Northern City, he will win the game.)
THE BATTLE SEQUENCE The Battle is then fought out in the following sequence until one player has no pieces remaining in his Battle Line. 1) FIRING (Both Players Take Turns Defender First) 2) RALLYING (Both Players Take Turns Defender First) 3) MOVING PIECES INTO OR OUT OF RESERVE (Both Players Take Turns Defender First) REPEAT FIRING During a Players Firing Turn he Fires his pieces at his opponents pieces attempting to Hit them, thus eliminating them. The Defending player (the player whose pieces were in the Region being attacked) Fires first.
Movement
During a players turn, he may move all, some, or none of his pieces. Each Region and City counts as one space for the purposes of movement. 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 per turn (They have two movement points). Whenever a piece moves into a Region that contains an opponents piece, a Battle occurs (See Battles below), and that piece may not move any more that turn. Pieces owned by opposing players may not occupy the same Region without fighting a Battle.
Only pieces in the Battle Line may Fire Each piece may only Fire once in each players Firing Turn A maximum of 5 Pieces may Fire in each players Firing Turn; Plus one extra piece may Fire per Leader in the Battle Line (Example: The Confederate player has two Leaders in the Battle Line, therefore he may Fire 7 of his pieces if he has seven pieces that can Fire) 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 may not Fire fewer than Four times).
Battles
Whenever a player moves pieces into a region that contains pieces that belong to his opponent, a Battle is fought.
SETTING UP THE BATTLE Both players take all of their pieces that are in that battle, and place them in two groups: Battle Line and Reserve. 1) Battle Line: The pieces in the Battle Line group are placed closest to the opponents pieces and represent those troops that are lined up close to the enemy and are ready to Fire at them. There must be at least one Army piece in each players Battle Line (Not counting Leaders). 2) Reserve: The pieces in the Reserve group are placed behind the Battle Line group and represent those troops that are a safe distance back from the fighting.
The Firing player chooses which of his pieces will Fire (one at a time) and which of his opponents pieces he will Fire at (The Target). He then rolls two dice. If the total is equal to or greater than the Firing pieces Hit number, then the Target is eliminated. Eliminated pieces can be rallied (see Rally below), therefore they should be kept to the side until after the Battle. After the Battle they may be placed in the box with all other eliminated pieces. Piece Cavalry Infantry Artillery Hit Numbers 9 8 7
NOTE: Leaders may not be Targeted. They are only eliminated during a Battle if they are in the Battle Line AND the opposing player rolls an 11 or 12 when Firing at another piece.
Basic Rules
COMBINED ARMS BONUS If a player has one of each type of piece (Infantry, Cavalry, Artillery, and Leader) in his Battle Line, he may add +1 to each roll when Firing. (EXAMPLE: When firing, Infantry usually needs to roll an 8 to score a hit. If the firing player has all 4 types in his Battle Line, the Infantry needs to roll a 7.) This bonus is lost if, later in the battle, he does NOT have all 4 types in the Battle Line. RALLYING During a players Rally Turn, each Leader in the Reserve Area may attempt to Rally a piece that has been eliminated in that battle so far. Each Leader 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 may Rally Infantry, Cavalry, or Artillery pieces that have been eliminated, but may never Rally another Leader piece that has been eliminated.
MOVING PIECES INTO AND OUT OF RESERVE During a players Reserve Turn, he may move any number of pieces from the Battle Line to the Reserve and vice versa. He must always keep at least one Army piece (Leaders do not count) in the Battle Line, or he loses the Battle. LOSING THE BATTLE A player loses the Battle when he has no Infantry, Cavalry, or Artillery pieces in his Battle Line. When a player loses a Battle, any of his pieces that remain in the Reserve and any Leaders that remain in the Battle are eliminated. WINNING THE BATTLE The player who wins the Battle returns all of his surviving pieces (those remaining in his Battle Line and Reserve) to the Region in which the Battle took place.
BATTLE EXAMPLE:
Southern Players Reserve Southern Players Battle Line Northern Players Battle Line Northern Players 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.
Basic Rules
FIRING (TURN 1)
The Southern Player can Fire with all 6 Infantry pieces and 1artillery piece that are in the Battle Line (5 + 2 due to the 2 Leaders). The Artillery piece needs to roll a 7 or higher to hit and rolls an 8 (A Hit!). The Infantry pieces need to roll an 8 or higher to hit and roll: 8, 5, 12, 4, 6, and 8 (3 Hits!). Southern Player chooses to eliminate 2 Artillery, and 2 Infantry. The roll of 12 also means that the Northern Players Leader was hit and eliminated. Ouch, that hurt! The Northern player has 6 Infantry pieces remaining on the Battle Line. 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 eliminate the Artillery piece.
FIRING (TURN 2)
The Southern Player can Fire with 5 Infantry and 1 Artillery piece. He Fires his Artillery and rolls a 6 (A Miss). He then Fires his 5 Infantry and rolls: 8, 3, 7, 9, and 9 (3 Hits). The Southern Player chooses to eliminate 3 enemy Infantry pieces. The Northern Player Fires with 3 Infantry pieces and rolls: 7, 11, and 8 (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 and 1 Artillery.
RALLY (TURN 2)
RALLY (TURN 1)
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.
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 Artillery into the Battle Line. The Northern Player moves all of his Cavalry into the Battle Line.
The Southern Player moves his two Cavalry and Leader from the Reserve into the Battle Line. The Northern Player leaves all of his pieces on the Battle Line.
Basic Rules
FIRING (TURN 3)
The Southern Player Fires his 2 Cavalry and rolls: 7 and 9 (1 Hit). He then Fires his 4 Infantry and rolls: 9, 2, 12, and 9 (3 Hits!). He chooses to eliminate 3 Northern Infantry and 1 Cavalry. The Northern Player Fires his 2 remaining Cavalry and rolls: 4 and 7 (No Hits)
RALLY (TURN 3)
Neither player can Rally.
RESERVE (TURN 3)
Neither player moves any pieces.
Any Production Points that are not used are lost. Use em or lose em.
FIRING (TURN 4)
The Southern Player fires his Infantry first and rolls an 11 and a 12 right away. Both of the remaining Northern Cavalry pieces are eliminated. The Battle is over, and the Southern Player has won. His remaining pieces are now returned to the Region that they were defending.
PLACING THE NEW PIECES Newly purchased pieces may be placed anywhere within a players borders (Blue for the Northern player and gray for the Southern player). However, only one new piece may be placed in any one Region or City. No pieces may be placed in Regions or Cities that have enemy pieces in them. No new pieces may be placed within the other players borders or in the Border States.
Standard Rules
CAVALRY: (Brown Horses) The rifled musket and mini ball also spelled the end of the cavalry charge against formed infantry. Cavalry of the era were valuable in raiding behind enemy lines, scouting, covering the armys flanks, and pursuing a beaten enemy. Expensive to create, a commander who misuses his cavalry will become familiar with defeat. Cavalry moves 2. In battle it has 2 Battle Actions and may Charge or Fire. ELITE CAVALRY: (Black Horses) Certain cavalry units distinguished themselves as far superior to most others. Due to strong leadership, great horsemanship, and dash, they were able to perform feats beyond the abilities of average cavalry. Elite Cavalry moves 2. In battle it has 2 Battle Actions and may Charge or Fire. Elite Cavalry are the only units that may fire twice in one battle phase. They are also deadly in pursuit. ARTILLERY: Artillery was treated as a supporting arm for the 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 well over one thousand yards, it was also able to blast charging enemy forces with canister at close range. An army with a significant advantage in artillery can stand off and pound its hapless opponent at long range, and devastate their ranks if they dare to advance. Artillery moves 1. In battle it has 1 Battle Action and may only Fire (though it may fire at a range of 2 battle areas). LEADERS: (Black Horses) Leader pieces in the game represent several things: 1) Charismatic commanders who can inspire their troops to perform better: attacking with lan and rallying when discouraged. 2) Outstanding tacticians who have the ability to find the enemys weaknesses. 3) The entire command structure that is capable of effectively controlling a large army on the battlefield. All of these aspects allow an army to launch more effective attacks and to have more 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. FLAG BEARERS: These pieces are used to represent the major armies on the map. Whenever a player wishes, he may replace a group of units (army) with a Flag Bearer piece. The units are 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).
The Pieces
The pieces represent Infantry, Cavalry, and Artillery units (referred to as Units) or great generals that inspired their troops to heroic feats. The Infantry and Cavalry units roughly represent divisions (approximately 5,000 men) and the Artillery units represent battalions (approximately 16 cannons). Union units are Blue, Confederate Units are Gray, British/ Canadian units are Red, and French units are Light Blue.
INFANTRY: The backbone of the armies in the Civil War. Infantry armed with the new rifled muskets firing mini ball ammunition were deadly at up to 500 yards. This made the tactic of the glorious bayonet charge bloody and wasteful. Infantry moves 1. In battle it has 1 Battle Action and may Charge or Fire.
Standard Rules
Leader
Infantry
Cavalry
Artillery
The Map
The map is divided into Regions to determine production, movement, and ownership. The Regions are cities or subdivisions of states (or provinces for Canada). For the purposes of the game (movement and battle), cities are treated the same as the larger regions. Regions start out being owned by the Northern player (Blue), the Southern Player (Gray), or neither player (Green for Border States that start the war neutral, Red for Canada owned by Great Britain, and Brown for Mexico). Oceans and lakes are depicted in blue. No units may move into the oceans or lakes except for amphibious movement (see below). No pieces may move into the Indian Territory or 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 owns all blue regions and the Confederate player owns all gray regions at the beginning of the game. These regions do not need 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 players starting color, at least one unit (infantry, cavalry, or artillery; not a leader) must remain in the region. If there are no units in a region at all, it reverts to its original owner (based on its color), even if it was occupied by an enemy unit previously. 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 same region and even fight battles together. (For example, if Great Britain has fully intervened and is an ally of the Confederacy, its units may occupy the same region as Confederate units).
How to Win
The South was determined to fight vigorously for its independence. The only way that the North could win the war and restore the Union was to invade the South and occupy every major city. On the other hand, the North was not directly threatened, and so was fighting for an idea: National Unity or Union. The idea of holding the country together was a strong one, but not so strong that major losses on the battlefield could be withstood indefinitely. A long bloody stalemate or a highly successful invasion of the North by Southern or European armies would create a massive anti-war movement. One so strong that it would end the war with the country split in two. 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 turn. A city is occupied when it has at least one of the players units (Infantry, Cavalry, or Artillery) in it at the end of a monthly turn. The Confederate player wins if he or she can prevent the Union victory condition above, or if he simultaneously occupies 6 Union cities (blue) at the end of the turn (month). For this purpose, Washington D.C. counts as 2 Northern cities. So if the Confederate player captures Washington D.C., he or she must only capture 4 other Northern cities while holding Washington in order to win the game.
Sequence of Play
Each complete turn represents one month of the war. The Confederate player moves first. After all pieces that the Confederate player wants to 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 be performed, followed by Production of new units (see below).
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Standard Rules
The sequence is: - Confederate Move/ Resolve Battles - Union Move/ Resolve Battles - Move Date Marker - Confederate Move/ Resolve Battles - Union Move/ Resolve Battles - Move Date Marker - Confederate Move/ Resolve Battles - Union Move/ resolve Battles - Move Date Marker Declare Naval Battles Political Initiatives Production Begin the Sequence Again
Rail Movement
The moving player may move units on railroads. The unit that wishes to move on a railroad must start its turn in a city connected to a railroad and the unit must not have already moved during that turn. The player may 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 player. (pieces may not rail into battle.) Units may end their rail movement 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 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 2 and Leaders count as 0, Infantry and Artillery count as 1). 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. The Confederacy starts the game with 4 Rail Stock points. New Rail Stock points may be built during production and cost the Confederacy 12 production points. Players should keep track of their Rail Stock points on the edge of the board where it says Rail Stock. Infantry pieces may be used for this purpose.
Movement
The Confederate player moves first every turn, followed by the Union player. The players allies, if any, move during the players turn with the players regular units.
Amphibious Movement
Units may be moved from any seaport (a city adjacent to the ocean) to any other region adjacent to the ocean (or the Gulf of Mexico) instead of moving by land. The maximum number of units that may move amphibiously in a players turn is equal to that players 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 fight that battle at a disadvantage: 1 for all Charge attack rolls and 1 for all Fire attack rolls for the landing player in that battle. Also, if the player who is landing amphibiously loses the battle, his army may not retreat: all of his units that were involved in that battle are eliminated. Any time an amphibious movement is attempted, the non-moving player may attempt to intercept the movement by declaring a Naval Battle (see below). If the moving player loses the naval battle, or it is a draw, the 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 production points.
Land Movement
There are four types of pieces that move. Infantry and Artillery may move one region per turn. Cavalry and Leaders may move two regions per turn. If a piece enters a Region that contains an opponents unit, a Battle is fought (see Tactical Battles below), and it may not move further that turn. Units may not move into Canada or Mexico unless war is first declared on Great Britain and France (see Political Initiatives below). Units may not ever move into the Indian Territory or the Western Territories.
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Standard Rules
The Confederate player starts the game with a Naval Rating of 1. New Naval Rating points may be built during production and cost the Confederacy 15 production points. Players should keep track of their Naval Rating on the right side of the board where it says Naval Rating.
Naval Battles
Naval Battles in The American Civil War are handled abstractly. There are no special pieces that represent the two navies. The relative strengths of the Union and Confederate navies are tracked on the board in the Naval Rating area. Naval Battles may be declared by either player once every three months during the Naval Battles phase (after the third turn and before political initiatives). If neither player wants to initiate a naval battle, then the phase ends and they move on to the Political Initiatives Phase. Naval Battles may also occur if one player is attempting an amphibious landing (see above) and the other player declares that he is attempting to intercept. If a naval battle is declared, both players roll two dice. They then add their Naval Rating to their dice roll and compare the totals. If it is a tie, there is no result and the phase ends. If, however, one side has a larger total, the loser subtracts points from his or her Naval Rating based on the following chart: Lose by 1-3 4-6 7 or more Resulting loss of Naval Rating Points lose 1 Naval Rating Point lose 2 Naval Rating Points lose 3 Naval Rating Points
Political Initiatives
Every three turns, before production, each player may choose one Political Initiative from the list below. The Confederate player goes first, then the Union player. Emancipation of the Slaves Conscription Diplomacy to Europe Seek Support/ Intervention (South Only) Declare War on Great Britain, France, and Canada (North Only)
Conscription
Either player may declare conscription once per game, at any time that they choose. If the North declares it, they add 20 production points to their total for the remainder of the game. The Northern player must then roll 2 dice for each of the following cities: Boston, New York, Chicago, and Philadelphia (if they are not occupied by Southern units). If an 8 or higher is rolled, riots break out in that city. 1-6 units of infantry/ rioters appear in the rioting city (Roll one die and use Lt. Blue Infantry). They will fight any Union units that are in, or move into the city. The affected cities will not add production points to the players total until the rioters have been eliminated. Rioters may not be moved out of the city.
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Standard Rules
If the South declares Conscription, they add 15 production points to their 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 Northern units). The affected cities will not add production points to the players total until the rioters have been eliminated.
Diplomacy to Europe
If the Northern player chooses diplomacy, a gift in the form of lucrative trade deals worth 10 production points from the next production phase is given to the European Countries (Britain and France). The effect of this is to increase the European Intervention Rating by one. 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 the European Countries (Britain and France). The effect of this is to decrease the European Intervention Rating by one.
France takes over Mexico and places 4 Infantry, 2 Cavalry, and 2 Artillery units anywhere in Mexico (the Southern player can place them). During the production phases thereafter France gets 5 production points from Mexico City plus 15 from France. New French units must be built in Mexico City only. If Mexico City is captured by Northern or Revolutionary units, France is out of the war. During the Union production phases thereafter, the union player may roll one die for each region in Mexico except Mexico City. On a roll of 4, 5, or 6, 1-3 units of Mexican Revolutionaries (use red infantry) appear in that region. These units fight the French and are controlled by the Union player, but may never leave Mexico. The Southern player may also place 3 units of British Infantry, 1 Cavalry, and 1 Artillery anywhere in Canada. The British get all Canadian production points plus 20 from Great Britain. Newly built British units may only be placed in any Canadian City. If all three cities in Canada are occupied simultaneously by the Northern player, the British are out of the war. The Confederate Naval rating immediately goes up 10 points. The Confederate player gets 20 additional production points during every production phase as long as he or she owns at least one Southern port city.
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Standard Rules
Production
Each city represented on the board has a certain Production Point (PP) value. This represents the economic value of that city and the surrounding regions. (This includes such things as population, industrial production, and trade.) Production Points may be used to purchase new units, Naval Rating points, Rail Stock Points, or to influence the European Nations. After every quarter (three turns) (after March, June, September, and December), a Production Phase occurs. Both players total the production points in the friendly and neutral cities that they own. For the purposes of production, Washington D.C. is counted as a Neutral City (It must be occupied by an army to be owned, and can give PPs to either player. This is because the Washington D.C. city/region represents both Washington D.C. as well as Baltimore.) Points can only be counted for the friendly cities that the player owns (those that are the players color, and are not occupied by enemy units), or the neutral cities that the player occupies with at least one unit (Infantry, Cavalry, or Artillery). Any enemy cities that are occupied are not counted toward the total, but prevent the opposing player from being able to use those points. (For Example: The Northern player has one infantry unit in St. Louis, and another in Memphis. He may add the 10 PPs for St. Louis, but not those from Memphis. However, the Southern player does not get the points from Memphis either. ) Any additional points from Conscription, European Support, or Southern Emancipation (see above) are then added to or subtracted from the production point total. If The European powers have entered the war, their production point totals are kept separately, and they buy their own units. After totaling each belligerents production points, each player takes turns using them to build new units (see chart below for unit costs). The Confederate player builds first. New Units may be placed in any friendly territory (territory in the players color) that is not occupied by enemy units. A maximum of one unit may be placed in each region or city in any given Production Phase.
PRODUCTION CHART: Cost to North or European Unit Built Infantry Cavalry Elite Cavalry Artillery Leaders Rail Stock Naval Rating 9 15 18 15 19 10 10
Cost to South 8 11 13 16 12 12 15
In the Civil War, each of the two combatants had strengths and weaknesses that are 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 Manpower and Industrial resources, and the advantage that the South enjoyed in military leadership and cavalry expertise. The Norths strong industrial base allowed them to manufacture railroads, locomotives, ships, and artillery in greater quantity and of better quality. The Souths aristocratic, military, and backwoods traditions combined to give them superior cavalry and tactical leadership, especially early in the war. The Norths advantages became more and more pronounced throughout the war as the blockade took effect, the Souths economy wore down, inflation grew worse, and the losses on the battlefield were harder and harder to replace from the Confederacys much smaller population. To simulate this, the cost of all pieces, new Rail Stock, and Naval Rating points for the Southern player go up one production point at the start (the January turn) of each year. For example: A new cavalry unit that would cost the Confederate player 11 production points in 1861, would cost 15 points in 1865.
Tactical Battles
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 for that players turn. All movement must be completed before any battles are fought, and no movement may occur after a battle is fought (except 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 between them so that the players cannot see the deployment of their opponents pieces (the gamebox works well for this). The players then deploy their respective armies into Battle Lines. When their deployments are complete, the divider is removed and the battle begins. BATTLE AREAS The Tactical Battlefield is divided into Battle Areas for purposes of movement and attacking. The layout of these Battle Areas depends on the size of the battle (see Deployment below). Any number of pieces may occupy a Battle Area. DEPLOYMENT There are two sizes of tactical battles: Skirmishes are small battles (when either combatant has five or fewer units, not counting leaders). Skirmishes do not affect European Intervention. Major Battles are large battles (when both armies have 6 or more units, not counting leaders).
A players Battle Line is made up of the Battle Area(s) between his Reserve Area and the Middle Areas on the Tactical Battlefield (see diagrams below). 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 Reserve Area. Units in the Reserve cannot fire, engage in Charge attacks, or be attacked in any way as long as they remain there. Units may move into or out of the reserve area like any other battle area. NOTE: There is no Tactical Battlefield mat included in the game, as it is unnecessary. When deploying, the player groups his units in three groups to form his Battle Line (one group for a skirmish), and a fourth group behind them (if any) in Reserve. During Battle, units moved into the Middle Area(s) are easy to see, and any retreating troops are placed behind the Reserve Area facing away from the battle. This leaves the players the flexibility to fight their battles anywhere without the need for extra space for a mat.
Skirmish: Battlefield
Player As Retreat Area Player As Reserve Area Player As Setup Player As Battle Area Middle Area Player Bs Battle Area Player Bs Setup Player Bs Reserve Area Player Bs Retreat Area Divider
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Standard Rules
Player As Retreat Area Player As Reserve Area Player As Setup Player As Battle Line Player As Right Middle Flank Player Bs Battle Line Player Bs Left Player As Center Middle Center Player Bs Center Player Bs Reserve Area Player Bs 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 each battle turn are: 1) Cavalry Phase: Cavalry units may Move, Charge, or Fire (each costs 1 Battle Action see below). Cavalry pieces have 2 Battle Actions per Cavalry Phase. First the attacker, then the defender may act, using any, all, or none of their cavalry units. 2) Artillery Phase: Artillery units may Move or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their artillery units. 3) Infantry Phase: Infantry units may Move, Charge, or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their infantry units. 4) Leader Phase: Leaders may Move or Rally (They can only Rally if in the Reserve Area). First the attacker, then the defender may act, using any, all, or none of their leader pieces.
Player Bs Setup
These phases are repeated until the battle ends (see Winning the Battle below) BATTLE ACTIONS Each piece has a certain number of Battle Actions: Infantry and Artillery have 1; Cavalry and Leaders have 2. These are essentially the number of things that a unit or Leader can do during its proper Battle Phase. During the proper Battle Phase, a player may spend a pieces Battle Action(s) to Move, Fire, Charge, or Rally (Artillery may not Charge, and only Leaders may Rally). If a piece has one battle action, it may only choose one of its available options. If a piece has two Battle Action Points, it may choose any two options (or two of the same option). Cavalry may not choose to fire twice, though Elite Cavalry may.
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Standard Rules
ATTACKING UNIT
TACTICAL MOVEMENT If a player chooses to use a pieces Battle Action to move, he may move the piece from any Battle Area to any adjacent Battle Area with the following exceptions: 1) When enemy units are in a Battle Area adjacent to the friendly piece 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 enemy to another area adjacent to the enemy). This is similar to Zone of Control rules in many traditional wargames. 2) Units in the Retreat Area may not move until Rallied (see Leaders below) ATTACKING During their Phase, Units may use one Battle Action to attack an enemy unit in a Battle Area that is adjacent. Attacks may be either Fire or Charge (see below). Artillery may Fire at enemy units 2 areas away if there are no units in the area between them. Attacks may only be directed at enemy units directly in front of the attacking unit (not diagonal or sideways). For example: A Confederate Infantry unit is in the Left Flank, Middle Battle Area. It may Fire or Charge Union units directly in front of it in the Unions Right Flank area. It may not fire or charge Union units in the Union Center, or in the Center Middle (sideways).
FIRE CHART
DEFENDING UNIT
INF. 8 9 6/8*
CAV. 9 9 7/9*
ART. 10 10 7/9*
* Artillery may fire 2 battle areas (no diagonal) as long as there are no units between them and their target. The first number in the chart above is the number to hit at a range of one, and the second is the number to hit at a range of two.
CHARGE ATTACK: A charge consists of Infantry or Cavalry charging into the enemy position to engage in close combat (Artillery may not charge). Charging is more decisive than firing, but is more risky. After the moving player declares a charge attack and picks the target unit, both players roll two dice, add any modifiers (see chart below) 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 3 or more, then the losing unit is destroyed and removed from play. If the defender is Cavalry being attacked by Infantry, the Cavalry unit 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 becoming seriously engaged. This was an important function of cavalry during the Civil War. Artillery units may not be charged as long as there are any Infantry or Cavalry units in the same Battle Area with it. These other units are covering the Artillery unit. During the war, artillery units that were left unprotected were easy prey. However, when adequately covered by nearby infantry, it was very difficult for the enemy to come to grips with an artillery unit which would just fall back a short distance while the covering force engaged the enemy.
FIRE ATTACK: Fire attacks consist of rolling volleys of musket fire directed at the enemy from a distance. This is a safe method in the 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 below. If the total is equal to or greater than the number on the chart for that type of unit and target, then a hit is scored. If a hit is scored, roll one die to determine what happens to the unit that was hit. If a 4-6 is rolled, the unit is placed in the Retreat Area behind the owning players Reserve Area (Units in the retreat area may be rallied later [see rally below]). If a 1-3 is rolled, then the unit is destroyed and removed from play (50%). Note: Cavalry and Elite Cavalry are only destroyed on a 1 or 2 (33%)
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Standard Rules
INF. CAV.
INF. +0 -2
CAV +2* +0
* Defending Cavalry can withdraw to the reserve when attacked by infantry to avoid melee, if it chooses to do so ** Artillery cannot be charged as long as there is at least one Infantry or Cavalry unit in the same Battle Area with the Artillery OTHER CHARGE MODIFIERS: +1 for units in a Battle Area containing a leader (more than one leader in a Battle Area does not give any additional advantage) Elite Cavalry gets +1 in addition to the normal Modifier for Cavalry LEADERS Leader pieces have two special abilities: Firstly, when in a Battle Area, they add a +1 modifier to all charge combat in that Battle Area. Secondly, leaders that are in the reserve area may attempt to rally units that are in the 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 area may not move out unless rallied by a leader in reserve. 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 they occupy. If the opposing player rolls an 11 or 12 for his fire roll or charge roll during any combat with a unit in the battle area that contains a leader, that leader is eliminated. A leader may also be eliminated when successfully targeted in Pursuit (see below).
The objective in each battle is to break the enemys Battle Line (one Area in 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 Battle Area of his Battle Line (Left, Center, and Right in Major Battles). Middle Areas count for this as well (i.e. If a player has no units in one of 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) Once a player has lost all units in one of his Battle Line Areas (Left, center, or Right), he has lost. After a players Battle Line is broken, all of the losers 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 army must retreat as follows: 1) If they were the attacking army, the pieces move to one or more of the regions that they came from. 2) If they were the defending army, the pieces move into any adjacent region that is not occupied by enemy units. Defeated defending armies may not retreat into a region from which attacking armies entered that battle. 3) If an army cannot retreat, all of its pieces are eliminated. NOTE: If neither player fires or moves a unit into the Middle Area(s) for two entire Battle Turns (Twice through all Phases), the battle ends as a victory for the Defender and the Attacker must retreat (and is pursued). NOTE: A player may voluntarily retreat at any time after the first full Battle Turn (all four phases). This is done in any phase before any of his pieces use any battle actions in that phase. He thereby loses the battle and is subject to pursuit.
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 enemys 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.
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Standard Rules
OK
OK
Bs Left
Bs Center
Bs Right
Broken
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Standard Rules
PURSUIT 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 number on the chart results in the destruction of the targeted unit. After Pursuit, all of the winners units in the Retreat Area at the end of a battle rejoin the victorious army.
Battle Example:
PURSUIT CHART
ATTACKING UNIT DEFENDING UNIT
INF. 6 5 4
CAV. 6 5
ART. 6 4 3
LEADER 6 5 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 any other targets may be chosen.
SETUP
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 player deploys his main effort on his Right Flank.
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Standard Rules
21
Standard Rules
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Standard Rules
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Standard Rules
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Standard Rules
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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 eliminated). 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 Infantry and 1 Cavalry. These troops retreat to a Region adjacent to the Region in which the battle took place.
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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. Initiative was knowing where to move, moving first, and making the enemy react to your movements instead of the other way around. In the game initiative is determined before each major battle. Both players roll two dice. +1 is added for each unit of cavalry in a players army (at the beginning of that battle), +2 for each elite cavalry unit, and +1 for each leader. The results are compared: If one side wins by one or more, that side moves first, regardless of who the attacker was. If one side wins by three or more, that side moves first and can watch the other side setup its forces before setting up its own. (No divider). If one side wins by 5 or more, then the winner has totally surprised his opponent. The player with initiative moves first, can watch his 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 four phases)
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 friendly piece which is placed in the capturing players Reserve Area.
Experience
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 armies were equal or better than any in the world at that time. After every major battle, both players roll 2 dice. If the winner of the battle rolls a 7 or higher, he gets a free Leader piece. If the loser rolls a 9 or higher, he gets a free Leader piece. These new pieces are placed with the army that was just in the battle. If there were no survivors on one side, no leader is received. This represents the experience and confidence gained from actually participating in battle. Experienced armies could stay in the field longer (Rally) and attack with more effect (Charge). These traits are modeled in the game through the Leader pieces. Both the victors and the defeated learned lessons from battle. The difference in the dice roll is due to the moral superiority and confidence that comes with victory.
Entrenchments
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 to prevent needless casualties. By the end of the war, the armies had become so proficient at building breastworks and entrenchments, that the field entrenchments around Petersburg were almost identical to the trenches of World War I, almost fifty years later. The Civil War can truly be called the first modern war. Before a battle starts, the defending army can declare that they want to attempt to build entrenchments. They roll two dice for each Battle Area (Left, Center, and, Right) in which they have at least one Infantry unit (not the Middle Areas). In each Battle Area that attempts to build entrenchments, one Infantry unit is turned backward and cannot act during the next Infantry Phase (its a little busy).
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Advanced Rules
In 1861,if they roll a 10 or higher, then there are entrenchments in that area. Entrenchments give the defender the benefit of 1 on Fire attacks against them, and 1 on all Charge attacks against them. As the war goes 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 war in 1865 a 6 or higher will mean that entrenchments have been built in that area of the battlefield. In 1864 and 1865 the protection against fire attacks is increased to 2. When using this rule, armies defending cities automatically have entrenchments in all three Battle Areas. Entrenchments are represented by placing Flag Bearer pieces in the Battle Area(s) that have entrenchments.
England, like the Federal government in Washington D.C. was not prepared to lose members without a fight; And that the colonies, who formed a somewhat loose confederacy, could not put together a coherent war effort. The Confederacy that the members formed in 1861 was comprised of fiercely independent States. Often, the central government in Richmond could only request and cajole the self-interested States to comply with its requests. This led to a somewhat 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, each Southern State must have at least one unit 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 newly purchased pieces in any State that is in violation of this rule as soon as possible.
Destroying Railroads
Whenever an enemy city is captured (except for Norfolk), they lose one Rail 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, he must pick which army (group of units) is the main army. The main army starts the battle, and all others must roll one die to see when they arrive. All newly arriving units that are not present at the start of the battle appear in the Reserve Area when they arrive and may move normally on the next turn. Roll 1 2 3 46 Turn of Arrival After the 3rd Turn After the 2nd Turn After the 1st Turn Start of the Battle
Blockade
The Souths Imports (support production points from Europe) can be blocked by the Union navy. Blockade can be declared by the Northern player during any production phase that the South will be getting production points from Europe. Roll two dice and compare it to the difference between the Union Naval Rating and the Confederate Naval Rating. If the number rolled is equal to or less than the difference, the imports are blocked, and the production points are lost.
Terrain (Optional)
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 way up to miniature trees and rocks available at hobby stores. Terrain may only be used in major battles (6 or more units on both sides). At the beginning of a major battle, before deploying the armies, each player rolls to see how many special terrain features his side of the battle has by rolling two dice and consulting the chart below. Once he determines how many, he rolls to see what kind they are and then places them while setting up his forces. The player may place these special terrain markers in any of his three Battle Areas (left, center, or right), but only one per Area. This represents an army picking the best ground in the area to fight from.
States Rights
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 contrary to their interests, they felt that they had every right to depart. Some in the South equated the Union of States to a club formed by mutually consenting members. If one of the members decided that the club no longer served his interests, he could give up his membership and depart at any time. This sounded logical, and was even supported by the not too distant precedent of the American Revolution. The philosophers who made the analogy and pointed to the Revolution should have looked more closely at their example. If they had, they would have noticed that
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Advanced Rules
SPECIAL TERRAIN CHARTS Roll 25 68 9 11 12 Roll 2 34 56 78 9 11 12 Number of Special Terrain No Special Terrain 1 Special Terrain 2 Special Terrain 3 Special Terrain Special Terrain River Behind Entire Army Stream Village Woods Hill/ Ridge River in Front of Entire Army Effects +2 to all pursuit rolls if this army is defeated -1 to Charge into -1 to Fire into & -1 Charge into -1 Fire into +1 Artillery fire from; -1 Charge into No Charge attacks possible; No pursuit possible
Historical Scenario
Start Date: June 1861 (First Production after the September 1861 Turn) Naval Ratings: North: 5; South: 1 Rail Stock: North: 7; South: 4 Production Points: North: 115; South: 80; Neither: 5 The North begins with Washington D.C. and St. Louis STARTING TROOPS North Washington D.C.: Cincinnati: Chicago: St. Louis: 14 Infantry: South Richmond: Charleston: Mobile: New Orleans: Memphis: Atlanta: 7 Infantry:
5 Infantry, 1 Cavalry, 1 Artillery 3 Infantry, 1 Cavalry, 1 Artillery 4 Infantry, 1 Artillery 3 Infantry, 1 Cavalry Maximum 1 Infantry/ State (Placed by the player)
4 Infantry, 1 Elite Cavalry, 1 Artillery 2 Infantry, 1 Cavalry 2 Infantry 3 Infantry, 1 Cavalry 3 infantry, 1 Elite Cavalry, 1 Artillery 2 Infantry, 1 Cavalry Maximum 1 Infantry/ State (Placed by the player)
Balanced Scenario
Start Date: June 1861 (First Production after the September 1861 Turn) Naval Ratings: North: 5; South: 5 Rail Stock: North: 6; South: 6
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Advanced Rules
Production Points: All Cities are worth 10 PPs The North Begins with Washington D.C. and St. Louis North: 130 PPs; South: 130 PPs SPECIAL RULES No Political Actions (No European Intervention, Conscription, or Emancipation) STARTING TROOPS North Washington D.C.: St. Louis: Cincinnati: 11 Infantry South Richmond: Memphis: Chattanooga: 11 Infantry
remaining fun, fast, and playable. The tactical system has changed and evolved over a two year period. The final version rewards players for doing the same things that made the best Civil War generals great: Maneuvering their forces to bring superior forces into battle; Creating an army with balanced forces of combined arms to maximize effectiveness; Utilizing these various arms properly during a battle (e.g. Cavalry charges 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 retreat and try again another time. Some gamers complain about the luck of the dice going against them. However, if a player maximizes his nations strengths, exploits the other nations weaknesses, keeps his opponent guessing, and gives himself 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. History is not a musty tome or a distant intangible. It is the living story of people just like us who have met adversity. I sincerely hope that those who play this game enjoy it. I also hope that it fires their imaginations with the story of history and how it might have taken a different path. Glenn Drover October, 2001
5 Infantry, 2 Cavalry, 2 Artillery 4 Infantry, 1 Cavalry, 1 Artillery 3 Infantry, 1 Cavalry, 1 Artillery Maximum 1 Infantry/ State (Placed by the player)
5 Infantry, 2 Cavalry, 2 Artillery 4 Infantry, 1 Cavalry, 1 Artillery 3 Infantry, 1 Cavalry, 1 Artillery 1 Infantry/ State (Placed by the player)
Design Notes
The inspiration for this game came from my childhood in the early 1970s. This was a Golden Age of plastic toy soldiers and historical boardgames. These games captured my imagination and began my love affair with 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 gamers to relive the joys of their childhood. The challenge that immediately 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 three separate, but related rule sets for each game. This would offer those that purchased the game to be sure that there was something in the box that they would enjoy. It also allowed a great deal of flexibility and re-playability. Beyond accessibility to a large audience, I wanted to create a game that was extremely historically accurate while still being fun and playable. I believe that we have achieved this with the standard and advanced rules. The 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
CREDITS Game Concept & Design: Box Cover and Sketch Art: Gameboard & Component Art: Graphic Design & Layout: Production & Assembly: Plastic Production: Playtesting: Glenn Drover Keith Rocco Paul Niemeyer James Provenzale; Fast Forward Design Neal Chukerman; Chukerman Packaging Matt Jacobs; Advanced Molding Solutions Glenn Drover, Jack Provenzale, Brian Ritzenthaler, Paul Niemeyer, Christopher Murphy, Alfredo Lorente, Layne Roschen, The Source Friday Night Game Group
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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.
w w w. e a g l e g a m e s . n e t
2001 Eagle Games, Inc.