A House Divided: War Between the States 1861-65
A House Divided: War Between the States 1861-65 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Setting up the 1861 Campaign Game
- 3.0 Sequence of Play
- 4.0 Movement
- 5.0 Combat
- 6.0 Promotions
- 7.0 Recruitment
- 8.0 Capturing and Controlling Boxes
- 9.0 Game Length
- 10.0 Victory Conditions
- 11.0 Scenarios
- Game Piece Inventory
- Advanced Rules
- Player Aid Charts
1.0 Introduction
The epic struggle of the American Civil War was primarily fought over the issues of slavery and states' rights. The period from 1840 to 1861 saw the issues brought to a boil, and in 1861 the nation became embroiled in a terrible war that lasted four long years.
This game covers that war between the North (the Union) and the South (the Confederacy) from the First Battle of Bull Run to Lee's surrender at Appomattox (or perhaps Grant's surrender at Harrisburg…). Each player becomes a leader of one of these two nations and makes the strategic decisions that will determine the outcome of the war.
1.1 The Sides
Two sides play A House Divided:
One player is the North – he represents the original United States. Throughout the game, the terms North and Union are used interchangeably to mean the original (Northern) United States of America (USA).
The other player is the South – he represents the Confederacy. The terms South and Confederate (or Confederacy) are used to mean the Confederate States of America (CSA).
1.2 The Rules
This booklet contains the A House Divided Basic Game Rules, along with all of its Optional Rules (highlighted in yellow thus) and Scenarios.
- Charts, tables, and additional player aids are provided in separate files.
- The Advanced Game Rules booklet is also provided in a separate file.
Game Terms: There is no glossary. When a new game term is introduced in these rules, you will find it underlined and explained nearby. To refresh your memory about a certain game term, scan through the rules booklet looking for underlined words.
Optional Rules: These should not be used by new players during their first few games, so skip these highlighted sections when first learning the rules.
- Players may freely pick and choose exactly which Optional Rules to use – they may be employed separately or in any combination. Players need not use them all at once.
- The following Optional Rules have a pro-Union effect on play balance:
- 4.9 Union Rail Movement Bonus
- 5.41 Union Naval Evacuations
- 7.4 Increasing Union Forces
- 7.5 Historical Recruiting Limitations
- 9.1 Extended Game
- 10.1 Helping a Novice Union Player
- The following Optional Rules have a pro-Confederate effect on play balance:
- 4.11 Additional First Turn Restrictions
- 4.12 Kentucky Neutrality
- 4.71 Fort Monroe
- 6.2 Confederate Replacement Training
- 7.3 The Draft Riots of 1863
- The following Optional Rules are neutral and have little effect on play balance:
- 4.8 Crack Infantry
- 5.2 Like Battlefield Targets
- 5.71 Refitting the Army
- 6.1 Combat Experience
Also note that these are "Living Rules" in that they have been reformatted, reorganized, and include the game's latest clarifications, notes and innovations. These Living Rules have been written and edited by Alan Emrich (who has been laboring over A House Divided as both a designer and developer since its second edition in 1989).
1.3 The Mapboard
This game is played on a mounted mapboard showing America, from the Atlantic coast on the east to Missouri, Arkansas, and Louisiana on the west. On the map are a number of boxes, each representing a city, town, or important military location during the war. These boxes are connected by Transportation Lines: rivers (blue), roads (tan), and railroads (brown).
Military pieces (hereafter referred to as "units") on the map are placed in the boxes to define their positions. They move from box to box along transportation lines during play.
Every box has a name and a color that shows its default political loyalty (blue for Union, gray for Confederate, and tan for Neutral or 'Border State' territory).
Some boxes also contain information relating to combat, such as entrenchments (Washington, Richmond, Ft. Monroe, and Vicksburg) and rivers (found along the edges of that box – units moving into battle through the side of a box with a blue line are said to be 'attacking across the river').
And some boxes also contain information relating to movement, such as ports (anchor symbols), or Recruitment (the Recruitment Values are shown in red and blue shields for the Confederate and Union sides, respectively).
Features on the map other than these are purely decorative and have no game function.
1.4 The Playing Pieces
A House Divided includes 160 cardboard playing pieces that represent the military units which fought in the war and various information markers about the game. There are also 3 standup leader pieces (used in the Advanced Game only). Union pieces are colored blue; Confederate pieces are colored gray.
Military Units (each type provided in both Confederate and Union colors):
| Type |
|---|
| Militia Infantry |
| Veteran Infantry |
| Crack Infantry |
| Militia Cavalry |
| Veteran Cavalry |
| Crack Cavalry |
Unit Types: The information printed on the military units identifies them as Infantry (foot soldiers) or Cavalry (soldiers on horseback). In addition, the quality of the troops is shown (Militia, Veteran, or Crack).
Combat Values: The number in the bottom corner is that unit's Combat Value (essentially, a unit needs to roll that number or less on a die to 'hit' an enemy unit in battle).
Reduced Units (each type provided in both Confederate and Union colors), e.g. Reduced Militia Infantry.
Reduced Units: Note that each military unit has two sides. The side with the white-printed Combat Value represents a fully fit unit, while the red-printed side represents a unit that has suffered losses in battle and is now 'reduced' in its ability to survive further combat. Think of a unit's white side as its 2-step side, and the red side as its 1 step (i.e., reduced strength) side where a single 'hit' in battle will eliminate it.
Game Scale: Each military unit represents from 10,000 to 15,000 infantry or from 7000 to 10,000 cavalry. Each Game Turn represents one or two months (depending on the time of the year).
Game Markers (Confederate and Union): Control marker, Entrenchment marker, Battlefield marker.
2.0 Setting up the 1861 Campaign Game
- Begin by removing the Advanced Game pieces from play. They include: the three Leaders (Lee, Grant, and Sherman); the four orange Foreign Intervention units; and the three Confederate Militia Infantry units with the names of Border States on them (Missouri, Kentucky, and Maryland).
- Both players divide up their remaining units by type, keeping their own units close at hand and the game's markers in a common area that both players can easily reach.
- Place the wooden Game Turn marker in the 07 (July) 1861 space on the Game Turn Track at the southwest corner of the board.
- Place a Union Control marker in the 34 box, and a Confederate Control marker in the 29 box, of the track in the southeast corner of the board. (See Rule 7.1, Maximum Army Size.)
- The Union player has 24 Militia Infantry units. Set aside 12 of them; they enter play later through Union Army Drafts (as per Rule 7.2).
- Both players place their lone 1-value Militia Cavalry unit in the Recruitment Pool – an area to one side that is clearly visible and accessible to both players at all times. (Consider using the Atlantic Ocean as the Recruitment Pool area.)
- Both players then take all of their remaining Militia Infantry units and place them on the board as listed below. Only Militia Infantry units setup on the board in this scenario! Both players' Veteran and Crack units are set aside and enter play through Promotion.
Union Setup (12 Militia Infantry units):
- Two in: Washington (DC)
- One each in: Philadelphia (Pennsylvania), New York (New York), Harper's Ferry (Virginia), Pittsburgh (Pennsylvania), Columbus (Ohio), Cincinnati (Ohio), Indianapolis (Indiana), Bloomington (Illinois), Cairo (Illinois), and St. Louis (Missouri).
Confederate Setup (8 Militia Infantry units):
- One each in: Manassas Junction (Virginia), Fredericksburg (Virginia), Front Royal (Virginia), Charleston (South Carolina), Mobile (Alabama), Nashville (Tennessee), Memphis (Tennessee), and Springfield (Missouri).
3.0 Sequence of Play
A House Divided is played in a series of Game Turns, each representing one month (or two in winter) of real time.
Each Game Turn is divided into two Player Turns. The Union has the first Player Turn each Game Turn, followed by the Confederate Player Turn. After both players have completed their respective Player Turns, the Game Turn marker is advanced one box along the Turn Track at the outer edge of the game board and the next Game Turn begins. Victory is checked at the end of the last Game Turn, 06 (June) 1865 – the 40th Game Turn.
Each Player Turn consists of the following four Segments, conducted in this exact order:
- Movement
- Combat
- Promotions
- Recruitment
All actions in one Segment must be finished before the next Segment begins. For example, the Union player cannot move any of his units after he has begun a battle – movement must be completed before combat.
Example: The first turn of the game is 07 (July) 1861. The North has the first Player Turn which consists of four Segments: The Northern player moves, then fights any combat that is a result of that movement, then promotes units, and finally recruits Militia units. Once the North has finished its Player Turn, the South moves, then fights, then promotes, and finally recruits. When both the North and South Player Turns are complete, the July 1861 Game Turn is over and the next turn – 08 (August) 1861 – begins.
4.0 Movement
A player can move his units during his Movement Segment.
Stacking: There is no limit to the number of units a player might have in a single box. Players are always free to inspect their opponent's forces at any time.
Procedure: In order to move, the player rolls one six-sided die. The number rolled is the number of Marches that he may make in the turn. However, if he rolls a 1, he receives 2 Marches.
A March consists of activating a box containing friendly units. When a box is activated by a March, you may move any or all of your units in that box to other boxes that are connected along transportation lines and possibly entrench those that remain (see 4.3). Units may move to different boxes as part of a single March provided they started that March together in the same box.
March Distances: The distance a unit may move during a single March depends on the unit type and Transportation Line it moves along.
Infantry may move one box along a road or unfriendly railroad, or two boxes along a river or friendly railroad (see the sidebar for a definition of "friendly"). An Infantry unit may not move along two different types of transportation line as part of the same March. An Infantry unit could not move one box along a railroad and another box along a river as part of the same March.
What is a "Friendly Railroad?" A friendly railroad is a rail line connecting two friendly-controlled boxes. An unfriendly railroad is any other railroad. See Rule 8.0 for information on capturing and controlling boxes.
Cavalry may move two boxes along a road and/or railroad (friendly or unfriendly), or river. A Cavalry unit may combine movement along roads and railroads, but a Cavalry unit may not combine movement along rivers with movement along any other type of transportation line.
Unit March Limit: The moving player may distribute his Marches as he sees fit; but no unit may participate in more than two Marches in a single turn.
Enemy Units: A unit may move into a box containing enemy units, but it must stop there (exceptions: see 4.4 and 4.5). This causes a battle in that player's ensuing Combat Segment.
Example: The Union Crack Cavalry and Militia Infantry units begin in Shreveport. The Union Veteran Infantry unit begins in Vicksburg. Using three Marches, here is what happened:
1st March: The box at Shreveport is activated by a March, so the Cavalry and Infantry units there may move. The Cavalry unit moves two boxes by road and railroad to Vicksburg. The Infantry unit moves one box by road (its maximum rate) to Monroe.
2nd March: The Militia Infantry unit now in Monroe moves one box by rail to Vicksburg. It cannot continue moving by rail a second box (to Jackson) because the railroad leading to and from Vicksburg is not a friendly railroad. That is, Monroe and Jackson are not Union controlled (or you would see Union Control markers in those boxes).
3rd March: With all three units now in Vicksburg, it is activated with a March. The Veteran Infantry unit moves two boxes by river to Alexandria. The Cavalry unit moves by rail to McComb. Note that the Militia Infantry unit cannot move as it has already participated in two Marches this turn (the maximum allowed).
Movement Chart
| Unit Type | Transportation Line | Move Length |
|---|---|---|
| Infantry | by road | 1 box |
| Infantry | by unfriendly railroad | 1 box |
| Infantry | by friendly railroad | 2 boxes |
| Infantry | by river | 2 boxes |
| Cavalry | by any* | 2 boxes |
* A Cavalry unit may only combine movement along roads and railroads.
Play Tip: If it will help you remember, you can denote friendly units that have already moved this Segment by rotating them 90 degrees (for one March) and 180 degrees (for two). Rotate them back at the end of your Movement Segment.
4.1 First Game Turn Restriction
Both sides were very disorganized when the Civil War began. Because of this, neither player rolls the die for Movement on the first Game Turn.
Each side automatically receives two Marches on the first Game Turn.
4.11 [Optional] Additional First Turn Restrictions
Both sides suffered organizational problems in the opening days of the Civil War. Neither side wished to violate the neutrality of Kentucky (who both sides were courting to be an ally), and the Union Navy was weak and scattered.
To further represent both sides' initial problems, the following additional limitations are in effect on the first Game Turn only:
- A unit moves only one box per March along a river, instead of two.
- No unit may enter Kentucky (any tan box).
- The Union may not perform any Sea Movement (4.6).
4.12 [Optional] Kentucky Neutrality
The political implications of Kentucky's neutrality at the outset of the war cannot be overstated. Both sides desperately wanted Kentucky's willing cooperation in the war. Thus, until September of 1861, its territory was inviolable. Finally, the Confederates 'invaded' Kentucky, after which the Union responded.
- Union units may not enter Kentucky until the Union 01/02 (Jan/Feb) 1862 Player Turn.
- The Union is immediately free of this restriction if a Confederate unit enters (or 'passes through') any box in Kentucky during 1861.
4.2 The Potomac River Restriction
Due to the presence of Union naval forces, Confederate units may never move along the Potomac River (the river connecting Washington and Fredericksburg). Only the Union player may use the Potomac River.
4.3 Entrenchment
Instead of moving, units may use their March activation to entrench at their location. Entrenchment improves a unit's ability to survive in battle.
March Cost for Entrenchment: It costs one March to entrench any or all friendly units in a Recruitment City (any box with a number in it, whether blue or red). Units must spend two Marches to entrench in any other box.
- Units may not entrench in a box containing enemy units.
- The same March may be used to move some units out of a box and entrench the others in it.
Examples: The Recruitment City of Cincinnati is activated with a March. Of the five units there, three are moved away while the remaining two use that March activation to remain in Cincinnati and entrench.
At Manassas Jct., which is not a Recruitment City, a player must spend two Marches in a single friendly Movement Segment to entrench any or all of the units there. This means that a unit could not move into and entrench at Manassas Jct. in a single Player Turn – that would consume three Marches and a unit can only have two Marches spent on it during a single Player Turn.
Entrenchment Markers: To show that units are entrenched, place an Entrenchment marker on top of them. (Feel free to make more Entrenchment Markers if you run out of them during play.)
- Units moving into a box containing friendly entrenched units do not automatically become entrenched. Place these units above the Entrenchment marker in that box.
- If a unit moves, its entrenchment status is lost.
Permanent Entrenchment Locations: Any unit that begins a Player Turn in one of the following boxes is automatically considered entrenched:
- Washington (DC)
- Richmond (Virginia)
- Fort Monroe (Virginia)
- Vicksburg (Mississippi)
These locations are indicated on the map as Permanent Entrenchments.
4.4 Cavalry Jump Moves
A Cavalry unit, making a two-box March, may move through a box containing enemy units within the limitations and restrictions listed below. This is called a Jump Move.
- A Cavalry unit may make only one Jump Move during its owner's Movement Segment.
- It may not end a Jump Move in a box containing enemy units.
- It may not Jump Move through a box containing enemy Cavalry. Cavalry 'screen' the box they're in and prevent enemy Cavalry Jump Moves through it.
- It may not make this special cavalry Jump Move when moving by river (see 4.5, below).
4.5 Union River Jump Moves
Any Union unit (including Cavalry) may make this special Jump Move only when moving down a river. The downriver direction is marked by pale blue arrows inside the river.
- The South may not make river Jump Moves.
- The North may not make these Jump Moves when moving up a river.
- River Jump Moves have the same restrictions as cavalry Jump Moves (4.4) except that units may move through boxes containing enemy cavalry.
Example: The Union Player wishes to penetrate the Confederate lines. The Union Militia Cavalry in the Fts Henry & Donelson box cannot Jump Move to the Corinth box through the Humbolt box because of the presence of Confederate Cavalry at Humbolt. The Cavalry cannot Jump Move through Pittsburg Landing to Corinth because a part of the Jump Move would be by river. The Cavalry can Jump Move to the Decatur box through the Nashville box, occupied only by Confederate Infantry, by using the railroad. The Union Militia Infantry at Fts Henry & Donelson cannot follow the Cavalry to Decatur with a river Jump Move (4.5) through Pittsburg Landing because that move would be going up river.
4.6 Union Sea Movement
The North, due to its naval superiority throughout the war, may move units via Sea Movement between Port boxes. Port boxes are those marked with an anchor symbol in them.
Important: Each unit moved by sea counts as one March.
Example: Three units conducting Sea Movement count as three Marches, even if they all started in the same port box.
Procedure: To conduct Sea Movement, that unit must have started the Union Movement Segment in a Port box. It may move by sea directly to any other Port box currently controlled by the Union (see Rule 8.0 for the definition of "control").
- A unit that conducts Sea Movement may not conduct any other movement that Movement Segment, but it may entrench (4.3) if in a Recruitment City by using a second March.
4.7 Union Naval Invasions
If the Union player rolls a '6' for Marches during his Movement Segment, he may conduct Naval Invasion Movement that turn.
Procedure: Naval Invasion Movement is conducted like Sea Movement (in particular, each unit moved counts as one March), except that the Union units being moved must have started the Union Movement Segment in Washington D. C.
Invasion Opportunities: The Union player is not required to conduct a naval invasion if he rolls a '6,' but it is a good idea to take the opportunity. If he does not invade, he cannot save that opportunity for a later Union Player Turn.
Units conducting Naval Invasion Movement may move to any Confederate-controlled port. If the port is empty, the Union units freely occupy it; if Confederate units are in that Port box, a battle must be fought in the ensuing Union Combat Segment.
- Units making Sea Invasions may not conduct further movement, but if the invaded Port box is empty and a Recruitment City, they may entrench (4.3) by using a second March.
- Units making Sea Invasions may invade separate Port boxes.
- Note that retreating from a Naval Invasion battle must conform to the regular rules of retreat (5.4) unless Optional Rule 5.41 (Union Naval Evacuations) is being used.
4.71 [Optional] Fort Monroe
Geography dictated that the guns of Fort Monroe controlled access to the Chesapeake Bay. The Confederacy would have been in a good defensive position on its capital's strategic right flank had it managed to capture Fort Monroe.
If the Confederates control Fort Monroe, then the Union player may not conduct Naval Invasions (4.7) against either Yorktown or Norfolk.
The Union player may, of course, conduct a Naval Invasion of Fort Monroe itself.
4.8 [Optional] Crack Infantry
Known as 'Foot Cavalry,' the best of the infantry soldiers could often maintain the pace of their horse-mounted brethren. Better able to endure the hardships of war, these Crack troops could maintain cohesion on long and tiring marches, and their deeds are legendary in the annals of the American Civil War.
Crack Infantry units move like Cavalry units – that is, up to two boxes by road or railroad (friendly or unfriendly), and may combine road and rail movement in the same March.
Unlike Cavalry units though, Crack Infantry units cannot make (or block) a Cavalry Jump Move (4.4).
4.9 [Optional] Union Rail Movement Bonus
The Union railroad system was vastly superior to the South's. The Union had more track at standard gauges, more cars and engines, and a better ability to maintain them. Big business was with the North, and the railroads were the biggest business of their day. Prior to the Civil War, the largest single employer was not the government (including the armed forces); it was the Pennsylvania Railroad, which employed over 50,000 people!
Union units may move three boxes per March if entirely along friendly rail lines.
5.0 Combat
If, at the end of a player's Movement Segment, a box contains units from both sides, a battle must be fought (exception: see 5.6, Cavalry Withdrawal before Combat). The player who moved into the box (i.e., whose Player Turn it is) is called the attacker, while the other player is the defender.
- Battles take place one at a time, in any order the attacker chooses.
- One battle must be completely finished before the next battle begins.
Procedure: Both players take their units out of the box and place the Battlefield marker there to remind them of the battle's location. This is the 'Battle Box.'
The two armies line up opposite each other in some convenient area off to the side of the board and take turns firing at each other in a series of Battle Rounds.
- Both players fire in each Battle Round, but the defender fires first. Thus, the defender could eliminate some attacking units before they can fire back that Round.
- Battle Rounds continue until one player wins the battle – either by eliminating all of the enemy units in the contested box or by compelling those enemy units to retreat (5.4).
5.1 Resolving Battle Rounds
During a Battle Round, each of a player's units at that battle may fire once.
Setup Procedure: At the beginning of a player's part of a Battle Round, he must announce the targets of all his fire before any dice are rolled. Each unit fires at one enemy unit, of the firing player's choice. He may not change his announced fire during the Round.
Example: If three Militia Infantry units are all assigned to fire at a single Veteran unit, and the Veteran unit is eliminated after the first two shots, the remaining Militia Infantry unit may not change its target; it must 'waste' its fire this Round at the already designated Veteran unit.
If the firing player has more units in the battle than the enemy, the extra units may be used to 'gang up' on enemy units and take additional shots at them. However, each enemy unit must be fired upon by at least one friendly unit if possible.
Firing Procedure: To resolve a shot, roll one die. If the number rolled is equal to or less than the Combat Value of the firing unit, the enemy unit has been hit. Otherwise, the shot is a miss and has no effect.
Example: When a Veteran Cavalry unit (with its Combat Value of 2) fires, it hits if the player rolls a 1 or 2.
Suffering a Hit: When the targeted unit is hit, it is flipped over to its reduced side (the side with red printing). If it is already reduced, it is eliminated. Eliminated Militia units are placed in the Recruitment Pool; eliminated Veteran and Crack units are returned to the owning player's stock.
- Except for being one hit always from elimination, reduced units do not differ in any other way from full-strength units.
5.2 [Optional] Like Battlefield Targets
During the American Civil War, the rifle had made old-fashioned cavalry charges obsolete. Cavalry evolved into a mounted infantry role on the battlefield, quick to harass and retreat from large bodies of enemy infantry. Too valuable to lose, cavalry units were usually kept out of harm's way whenever possible on Civil War battlefields where infantry's long-range firepower was now what decided the day.
In battles, a player's choice of targets is more realistically restricted.
Procedure: Infantry units may not fire at enemy Cavalry units unless every enemy infantry unit has already been selected as a target that Round. Even then, the Infantry units may always choose to ignore any enemy Cavalry units as targets and instead start ganging up on enemy Infantry units.
Cavalry units, however, must fire at enemy Cavalry units, even if every enemy Infantry unit has not already been selected as a target that Round. Cavalry units may not gang up on enemy Cavalry or Infantry units until after every Cavalry unit has been selected as a target that Round.
5.3 Battle Die Roll Modifiers
The following factors may make units easier or harder to hit by modifying Combat die rolls.
5.31 Entrenchment (-1)
Units in Entrenchments (see 4.3) receive some protection from enemy fire during a battle.
When firing at an entrenched unit, subtract one from the Combat Value of the firing unit.
Example: If a Veteran Infantry unit fires at a unit in Entrenchment, its Combat Value would be 2, not 3, and it would hit that entrenched unit on a roll of 1 or 2.
5.32 Crack Infantry Units (-1)
In addition to its Combat Value of 3, Crack Infantry has a Defensive Value of -1. This means that units firing at Crack Infantry have their Combat Values reduced by one.
- Even Crack Infantry is reduced when firing at another Crack Infantry unit.
- Units firing at Entrenched Crack Infantry have their Combat Value reduced by two. Note that Militia (Infantry or Cavalry) and Veteran Cavalry units cannot hit entrenched Crack Infantry at all (see 5.33, below).
5.33 Impossible Shots
A friendly unit can fire at an enemy unit in a battle, even though it cannot hit it (i.e., when its Combat Value is reduced below 1, such as when firing at an entrenched or Crack Infantry unit). This can be important for fulfilling the restriction of Rule 5.1 where each enemy unit must be fired at by at least one friendly unit if possible.
Example: In this Battle Round, the firing player has one Militia Cavalry unit (1 Combat Value) and three Veteran Infantry units (3 Combat Value) targeting two entrenched enemy units: one Veteran Infantry and one Crack Infantry. The firing player assigns his Militia Cavalry unit to fire at the entrenched Crack Infantry unit (even though it cannot possibly hit it with a -2 die roll modifier). This allows him to concentrate all three of his Veteran Infantry units against the more vulnerable enemy Veteran Infantry unit, giving him three shots to hit it on 1s and 2s.
5.34 Attacking Across Rivers (+1)
Condition: Some boxes have one or two sides colored blue. This indicates that units which attack through that side of the box (that is, units that moved into the box along a transportation line that connects to that side) must 'cross the river.' Units attacking across a river are more vulnerable to enemy fire while doing so.
Effect: During the defender's first two Battle Rounds (only, not any subsequent rounds), his units have their Combat Values increased by one when firing at units attacking across the river.
Example: If attacked from across a river, a Veteran Infantry unit would fire with a Combat Value of 4 instead of 3, hitting on a roll of 1 through 4. When firing at a Crack Infantry unit crossing a river, a unit would have its Combat Value both increased and decreased by one, and the two effects would cancel.
- The defender's Reinforcements (5.5) arriving on Round two do receive this combat benefit.
- Union Naval Invasions (4.7) are also treated as attacking across a river.
- There is no Combat Value increase against the attacker's units that reinforce a battle (see 5.5) since they won't arrive until after the defender has fired on the second Round.
| River / Invasion Battle Round 1 | River / Invasion Battle Round 2 |
|---|---|
| Defender fires at +1 Combat Value | Defender fires at +1 Combat Value |
Players may wish to use one of the blank pieces included in the game to create a two-sided River Battle Marker. Place it among the attacker's line of units to separate those that have "crossed the river" (and are subject to the defender's Combat Value increase) from those that did not.
If attacking units enter the defender's box from multiple directions, only those units that actually cross the river are subject to this rule.
5.4 Retreating from Battle
Also beginning with the second Battle Round, either player may retreat his army.
Procedure: Prior to (i.e., in lieu of) firing his units in a Battle Round, all of that player's units in the Battle Box retreat to an adjacent box connected by a transportation line within the restrictions below, thus ending the battle.
- All units must retreat to the same box.
- The box retreated to must neither contain enemy units nor be an enemy-controlled Recruitment City (i.e., one with a Recruitment Value of either color).
- If possible, the retreat must be to a friendly-owned box (see 8.0), but this is not required if none are available.
- Defending units may not retreat to a box from which the attacking units entered the battle.
If no such boxes are adjacent to the battle, then that army cannot retreat and must fight to the death.
If an army retreats, the other side immediately wins the battle.
5.41 [Optional] Union Naval Evacuations
Ironclads stole the glory in the Civil War's naval battles, but it was the vast fleet of Union sailing ships that provided vital sea-lift capacity. Landing or setting sail, they were a great support to the Army.
If a battle is occurring in a Southern Port box as a result of a Union Naval Invasion (4.7) or a Confederate attack on a Union garrison there, the Union units may retreat by evacuating to Washington D.C. (if it is Union controlled, 8.0).
5.5 Reinforcing a Battle
Beginning with the second Battle Round, and on every Battle Round thereafter, both sides may reinforce that battle.
Timing: The decision to retreat from a battle (5.4) occurs before the decision to reinforce it. A player cannot reinforce a battle that he just retreated from.
Procedure: Prior to firing his units in a Battle Round, a player may reinforce that battle with one unit from each adjacent, connected box.
- Reinforcing is a function of combat, not movement (4.0). No Marches are spent to reinforce a battle.
- Units that have already fought in a battle that Player Turn (regardless of their victory or defeat) cannot reinforce another battle during that same Player Turn.
- The attacker may not reinforce his battle with units from a box also containing enemy units.
- The defender may reinforce from a box containing enemy units, but must leave a 'screening force' there of as many friendly units in the box moved from as there are enemy units in that box.
- A player may not reinforce a battle if all of his units at that battle have already been eliminated or retreated (5.4); that battle is over.
- Defending units that reinforce a battle fought at a Permanent Entrenchment (e.g., Vicksburg) are not considered entrenched during that battle.
5.6 Cavalry Withdrawal before Combat
If the defending player has only Cavalry units in a box when the attacker designates it for a battle, those Cavalry units may withdraw before any Battle Rounds are conducted.
- Cavalry withdrawal before combat does not count as losing a battle. (See Rule 6.0, Promotions.)
Procedure: Cavalry may withdraw to any adjacent box except enemy-controlled Recruitment Cities, boxes containing enemy units, or boxes from which enemy units entered the battle.
Exception: Cavalry units may not withdraw if all of the attacking units are also Cavalry units. This 'pins' the defending Cavalry unit(s) in place long enough to start a battle.
5.7 Recovery from Battle Damage
After a player's Battle Segment is over, all units that are flipped to their reduced (red number) sides are returned to their full-strength (white number) sides.
5.71 [Optional] Refitting the Army
This rule recreates the historical lulls after many Civil War battles. It required some considerable time and energy to rest, regroup, refit, recover stragglers, and incorporate replacements into these increasingly massive groups after the chaos of battle.
Units do not recover automatically after a battle; they remain on their reduced (red number) side until Recovered.
Players may spend a Recruitment Point (7.0) to recover one reduced-strength unit on the map (flipping it back up to its white-number side) in lieu of recruiting a Militia unit from the Recruitment Pool (as usual).
Example: if a player had two Recruitment Points this turn, he could recruit two Militia units, recover two reduced units on the map, or do one of each (spending up to his total of two Recruitment Points).
In the same manner, a March (4.0) can be spent to either activate a box (as usual) or recover one reduced unit on the board. Remember, you can only spend a maximum of two Marches on a given unit per friendly Movement Segment, and recovering it counts as one of them.
- Units are always placed in their stock and Recruitment Pool on their full-strength side. Newly recruited units (7.0) are always placed on the board at full strength.
Comprehensive Combat Example
The Confederate player spends one March to activate the Fts. Henry & Donelson box. Both of his Cavalry units there move two boxes along the river (through Paducah) to attack Cairo. Had the Confederates invaded Cairo with any Infantry units in their force, the defending Cavalry unit there could have opted to withdraw before combat (as per Rule 5.6).
The defending Union Veteran Cavalry unit enjoys the advantages of firing first (5.0), being entrenched (5.31), defending against attacking units that are crossing a river (5.34), and having friendly reinforcements nearby (5.5).
Round 1: The Union Cavalry unit fires at the Confederate Veteran Cavalry unit and hits it with a die roll of 3 – its chance to hit being increased by 1 during the first two Battle Rounds because it is firing at a unit that has crossed a river. The Confederate unit is flipped to its Reduced side. The Confederate player returns fire with both units. His Militia Cavalry unit has an Impossible Shot (5.33) and his (now Reduced) Veteran Cavalry unit can only hit on a die roll of 1 due to the enemy entrenchment. He rolls a 6 and misses completely.
Round 2: The Union player can retreat at this point in lieu of shooting (5.4), but sensing victory he opts to stay and bring in reinforcements (5.5). Joining the battle are the Veteran Infantry in Vandalia and one of the Militia Infantry units in St. Louis (as one per adjacent box, per Battle Round after the First Round, is the reinforcement Speed Limit). Hoping to get lucky and win the battle outright if he can roll three hits, the Union player assigns his best shots (the Veteran Infantry) at the enemy's Reduced Veteran Cavalry unit, and has his other two units gang up on the Confederate Militia Cavalry. All three Union units enjoy the river bonus for this, its second and final Battle Round of effect (5.34). The Veteran Infantry unit rolls a 4, destroying the enemy's Reduced Veteran Cavalry unit. The Union's entrenched Veteran Cavalry unit rolls a 1 and hits the Confederate's Militia Cavalry unit, reducing it. But the Union's Militia Infantry unit rolls a 5 and fails to finish off the Confederate's (now reduced) Militia Cavalry unit.
The South is holding on by the skin of its teeth with only one reduced Militia Cavalry unit remaining on the battlefield. But never one to retreat while there is still hope in the fight, the Confederate player gives a Rebel Yell and brings in his own reinforcements: the Veteran Cavalry unit from Paducah (which leaves no Control marker there as per Rule 8.0) and the Crack Infantry unit is the first to arrive from Humbolt. The reduced Militia Cavalry takes an Impossible Shot (5.33) against the entrenched Veteran Cavalry. This will allow both of the Confederate's best shooters to aim at targets that are easier to hit (because they are not entrenched). The Confederate Crack Cavalry misses the Union Veteran Infantry unit. Finally, the Confederate player scores a hit in the battle!
Round 3: Although his river bonus has ended, the Union player is not ready to give up yet. He reinforces with his last Militia Infantry unit from St. Louis. He assigns his Veteran Infantry against the Confederate's Crack Infantry unit (it will hit on a 1 or a 2 – as per Rule 5.32), his entrenched Veteran Cavalry unit and one Militia Infantry unit will try to finish off the enemy's reduced Militia Cavalry unit once and for all, and the last Union Militia Infantry unit will take a shot at the Confederate's Veteran Infantry unit. The Veteran Infantry unit misses because the enemy Crack Infantry's -1 modifier lowers the Combat Value of units firing at it by one (from a 3 to a 2 in this case). The first unit hit and eliminated the Confederate Militia Cavalry unit, but since the second unit was also designated to fire at it this Round, that shot is simply wasted. Finally, the last Union Militia unit scores a hit against the enemy's Crack Cavalry unit. The Confederate player will begin his Round 3 by reinforcing with his Veteran Infantry unit in Humbolt and the battle will rage on...
6.0 Promotions
Units may be Promoted at the conclusion of each battle (5.0) and during the Promotion Segment. Militia units are promoted to Veteran units, and Veteran units are promoted to Crack units.
Procedure: To promote a unit, remove it from the board and replace it with a unit which is the same type (Infantry or Cavalry) at the next higher quality. Militia units are placed in the Recruitment Pool, Veteran units are returned to the player's stock.
How to Increase your Cavalry Forces: You increase your Cavalry forces on the board by promoting your lone Militia Cavalry unit, and then recruiting it again.
- Each time a player wins a battle (whether attacking or defending), he may immediately promote one of his surviving units that participated.
- During his Promotion Segment, the player whose turn it is may promote any one unit. Exception: A unit that was just promoted during that player's Combat Segment cannot be selected; no unit can receive two promotions during a single Player Turn.
Promoting a unit does not affect its other status. A promoted unit that is entrenched (4.3) or reduced (5.71) remains entrenched or reduced.
6.1 [Optional] Combat Experience
Drilling and parade ground maneuvers can only teach soldiers so much. There is no substitute for actual combat experience against the foe.
A player can promote a Veteran unit to a Crack unit only if it is the victorious survivor of a battle. The 'free' promotion during the Promotion Segment may not be used to raise Veteran to Crack units.
6.2 [Optional] Confederate Replacement Training
The Union and the Confederacy had a significant difference in army doctrine when it came to replacing battle losses. Unlike the Union, the Confederacy integrated replacements into experienced units so that new soldiers might learn from the old hands.
Procedure: The Confederate player rolls one die during his Promotion Segment. On a roll of 1 or less, he may promote two units that turn, instead of one.
Modifier: The Confederate player may subtract one from the die roll for each Confederate Veteran or Crack unit eliminated during battles this Game Turn. (In the Advanced Game, Confederate Veteran or Crack Infantry units lost through desertion (D.3) do not count.)
7.0 Recruitment
After all Promotions are finished, the player whose turn it is may conduct his Recruitment Segment.
Procedure: To recruit, roll one die. However, if a 1 is rolled, it is treated as a 2.
The value on this Recruitment die roll is the number of Recruitment Points the player may spend during that Recruitment Segment.
Spending Recruitment Points: One Recruitment Point is spent to recruit one of that player's Militia units from the Recruitment Pool.
- Both Militia Infantry and Militia Cavalry units may be recruited if available in the Recruitment Pool.
Placing a Recruited Unit: A newly recruited Militia unit can only be placed in a friendly-controlled Recruitment City (see 8.0) that has a shield of that side's color (red for Confederate; blue for Union).
- Only one unit can be recruited per allowable Recruitment City per friendly Recruitment Segment.
Recruitment Cities: A Recruitment City is a box that contains a number in a small red or blue shield. The Union recruits in cities with blue shields. The Confederates recruit in cities with red shields.
Some friendly cities, if captured, become Recruitment Cities for the other side. Cairo, for instance, is a Recruitment City for whichever side controls it.
7.1 Maximum Army Size
The numbers in the Recruitment Cities are used to determine the maximum allowable size of a player's army.
Procedure: The sum of all numbered shields of the correct color (blue for the Union, red for the Confederacy) in all Recruitment Cities controlled by that player is his Army Maximum Size. This is the maximum number of units that he is allowed to have in play at a time.
- A player may not recruit more Militia units than necessary to bring him up to his Army Maximum Size (even if more are available).
- If, however, the number of units a player currently has on the board exceeds his current Army Maximum Size due to the loss of a city, he is not required to remove any units.
Both players' Army Maximums should be shown using two Control markers and the numbered track in the southeast corner of the board. Be sure to keep these values current!
Procedure: Place a Control marker in the box corresponding to each player's initial Army Maximum size (i.e., the sum of all controlled Recruitment City Values). In the 1861 Campaign Game Scenario, this would be 29 for the Confederacy and 34 for the Union.
Whenever a player captures a Recruitment City containing a shield of his color, adjust his Control marker upward on the scale; whenever a player loses a Recruitment City containing a shield of his color, adjust his Control marker downward accordingly.
Note that if a player captures a neutral Recruitment City (i.e., one that his opponent did not control – specifically, those that begin the game in Kentucky), his enemy's Army Maximum Size will not be reduced (since it was never previously increased for having controlled it). Whoever captures neutral Louisville first will raise their own Army Maximum Size, but not lower their opponent's.
7.2 Union Army Drafts
The Union player begins the 1861 Campaign Game Scenario with only twelve Militia Infantry units. The other twelve are set aside and the Union player may not recruit them. They do not enter play until Drafted.
Procedure: The Union player gains these additional Militia Infantry units over the course of three Drafts.
- Drafts occur at the beginning of the 04 (April) Game Turns in 1862, 1863, and 1864.
- For each Draft, four of these Militia Infantry units are added to the Recruitment Pool and are available for the Union player to recruit on that turn.
Thus, after the first Draft, a total of 16 Union Militia Infantry units will either be in play or be available for recruitment. After the second Draft, the Union will have 20; and after the third, 24.
7.3 [Optional] The Draft Riots of 1863
The Northern draft riots, particularly in the city of New York, were by far the worst in American history. No matter how many times you see rioting and looting on the news in American cities today, those riots are a tea party in comparison.
The four Militia Infantry units drafted by the Union in 1863 are not all added to the Recruitment Pool during the 04 (April) 1863 Game Turn (as per Rule 7.2).
Instead, one is added in 04 (April), another in 05 (May), one more in 06 (June), and the last one in 07 (July) of the year 1863.
7.4 [Optional] Increasing Union Forces
As the Union Army grew, so did the North's industrial capacity to support it. The revolutionary manufacturing concept of interchangeable parts (for rifles) allowed the machine tool industry to arm a nation as never before. With most of America's heavy industry and transportation lines in the North, the ever-increasing supply of war materiel and its ever-improving logistical support proved to be the cornerstone of Union victory.
To reflect the increasing Union mobilization of resources, the ability of the Union to support troops increases with each draft.
Procedure: After the first Draft on 04 (April) of 1862 (see Rule 7.2), the Union may support on the game board (and Recruit up to) four more units than its Army Maximum Size (7.1).
After the second Draft it may have four more, and after the third draft, another four units.
Example: If the Union army maximum in 05 (May) 1864 is 35, up to 12 additional (47 total) Union units may be in play on the board.
Note that this is an economic increase and not a political one. Therefore, the Union Army Maximum Size does not increase for purposes of a Confederate victory (see 9.0).
7.5 [Optional] Historical Recruitment Limitations
Even more significant than just having a larger population, the North enjoyed a more steady stream of volunteers. One reason, of course, was that the many immigrants coming to the North would obtain automatic citizenship when discharged from the Union Army, so huge numbers took the opportunity to enlist. The South, on the other hand, while managing to mobilize over 90 percent of its draftable white males, always suffered from chronic shortages of manpower.
The Union player always receives a minimum of 3 Recruitment Points per turn, even if he rolls a 1 or 2.
The Confederate player never receives more than 4 Recruitment Points per turn, even if he rolls a 5 or 6.
Important: Both players may now place up to two newly recruited Militia units in Recruitment Cities with a value of 3 or more (i.e., Pittsburgh, New York, Philadelphia, or Richmond).
8.0 Capturing and Controlling Boxes
Throughout the game, all blue boxes not controlled by the Confederates are controlled by (i.e., 'friendly to') the Union. All gray boxes not controlled by the Union are controlled by the Confederacy. All tan boxes (i.e., those in Kentucky) that are not controlled by either side are neutral and not friendly to either side.
Procedure and Timing: A player 'captures' ('owns' and/or 'controls') a box by having at least one unit there at the end of his friendly Combat Segment.
Just 'passing through' or residing in a box at the end of a particular March during your Movement Segment does not change control of that box to 'friendly.' Control of boxes only changes at the end of a player's Combat Segment.
- Once captured, a box remains under that player's control until the other player recaptures it (but note the Cavalry unit exception below).
Noting Control: Physically occupying a box with a unit at the end of a friendly Combat Segment denotes its current ownership. If there is a Control marker in that box, remove it.
If a player captures a tan box or a box of the enemy color, and later completely vacates that box, immediately place a Control (Flag) marker there to indicate its continued ownership by the vacating player.
- Any box without a unit or Control marker in it is deemed to belong to its original owner (Union or Confederate) based on the color of that box. Tan boxes without Control markers are uncontrolled.
Exception: Cavalry units alone (without infantry units) control a box only while they occupy it. The instant they completely vacate it, control reverts back to the box's original color. A player must bring in (or recruit) a friendly Infantry at that box in order to place a Control marker there and maintain ownership.
Key Concept: Cavalry 'raids' deep into enemy territory thus maintain only tenuous control. However, Cavalry raids into enemy-controlled friendly territory will convert those spaces back to their natural (friendly) color.
Example: The Confederates control St. Louis and Cairo as shown by the presence of their units in those Recruitment City boxes. They also control Ironton, as the Control marker indicates. Note that if the Infantry unit moved out of Cairo and the city was thus completely vacated, a Confederate Control marker would be placed there to indicate its continued Confederate control. But if the Cavalry unit was moved out of St. Louis and the city was left empty, no Confederate Control marker would be placed there. That box would, instead, immediately revert back to its original color and thus default back to Union ownership.
9.0 Game Length
Game Length: The game can last up to 40 Game Turns, from 07 (July) 1861 to 06 (June) 1865.
The game will be generally shorter, however, because one player usually wins before that time.
Game Turns are marked on the Turn Record Track by placing the wooden Turn marker along the perimeter of the board. Advance this marker by one box at the end of each Confederate Player Turn to indicate the beginning of a new Game Turn.
9.1 [Optional] Extended Game
By mutual consent, the game length may be extended beyond 06 (June) 1865 to 11/12 (November/December) 1865, Game Turn 45.
10.0 Victory Conditions
Union Victory Condition: The Union player wins when (and if) he simultaneously controls all seven Confederate Recruitment Cities with a Recruitment Value of 2 or 3. Specifically, these cities are:
- New Orleans
- Mobile
- Atlanta
- Memphis
- Charleston
- Wilmington
- Richmond
When the Union player captures the last of these Recruitment City boxes, play stops immediately, and the Union player wins.
Confederate Victory Conditions: For the Confederate player to win, he must achieve any one of the following three things:
- Capture Washington. If the Confederate player gains control of Washington D.C., play stops immediately and the Confederate player wins.
- Capture (and avoid losing) sufficient Recruitment Cities to make the Confederate Army Maximum Size greater than that of the Union's. If he does this, play stops immediately, and the Confederate player wins. Example: If the Confederate Army Maximum Size is 31 and the Union's is 30, the Confederate player wins.
- Avoid a Union victory. If the Union has not fulfilled his victory condition by the end of Game Turn 40, the Confederate player wins by default. The South has 'survived' and receives recognition as an independent nation by the North.
10.1 [Optional] Helping a Novice Union Player
When experienced and inexperienced opponents play, the inexperienced player should be given the Union because that side is generally more able to recover from mistakes.
However, an inexperienced Union player may find it very difficult to avoid losing in the early stages of the game. The following rule is suggested as an aid to balancing the game under these circumstances:
The Confederate player must satisfy his victory conditions (above), not at any time, but at the end of the Union Player Turn. That is, even if the Confederates achieve one of their first two victory conditions, the Union player has his next Player Turn to try and undo that verdict.
11.0 Scenarios
In addition to the campaign game of A House Divided with its coverage of the entire American Civil War, it is possible to play out the individual years of the struggle and in doing so, to better see the evolution of its military campaigns.
11.1 The 1861 Short Game Scenario
If there is no time for a complete game, players may try this shorter version. All regular (and agreed-upon optional) rules are in effect, including the victory conditions.
Duration: This scenario lasts for 10 Game Turns: from 07 (July) 1861 to 06 (June) 1862.
Setup: Use the standard 1861 Campaign Game Scenario (Rule 2.0) setup.
End of Scenario Victory Condition: At the end of the 10th Game Turn (06 1862), the Union player wins if his Army Maximum Size is at least five greater than the Confederate Army Maximum Size; failing this, the Confederate player wins.
11.2 The 1862 – 64 Scenario Special Rules
The following three scenarios for A House Divided provide players with additional starting and ending dates for playing the game.
Starting Date: Each scenario begins on the 04 (April) Game Turn of its year, with the Union player going first and drafting his Militia Infantry units for that year (see Rule 7.2) and adding them to his Recruitment Pool.
First Turn Marches: Both players automatically receive only two Marches on the first Game Turn of these scenarios.
Rules: These scenarios, like the 1861 Campaign Game, can be played at any complexity level and with any agreed-upon Optional Rules.
Campaign Game Victory Conditions: Like the 1861 Campaign Game scenario, these scenarios can be played to the bitter end (06 of 1865) with the usual victory conditions (10.0). Alternately, players may wish to employ the following rule to end the game at an earlier turn.
11.3 The 03 (March) Ending Date Victory Conditions
Players can agree to end the game at the conclusion of any 03 (March) Game Turn from 1862 to 1864.
Procedure: Compare the difference between the two Army Maximum Sizes (Union minus Confederate) on the following chart to determine the winner of the game at that point.
If you are playing to a specific March ending date, you can see how well you did compared to history as indicated by the level of victory achieved.
Sudden Death Victory: Note that if you are playing any scenario to the Campaign Game ending (i.e., 06 of 1865 with the standard victory conditions), players may optionally check at the end of each March Game Turn to see if either side has an Automatic (i.e., Decisive) Victory, at which point the game ends and that player is declared the winner.
Army Maximum Size Difference in 03 (March) of:
| Victory Level | 1862 | 1863 | 1864 |
|---|---|---|---|
| Union Decisive | 11+ | 15+ | 19+ |
| Union Marginal | 10 | 14 | 18 |
| Union Pyrrhic | 9 | 13 | 17 |
| Draw (Historical) | 8 | 12 | 16 |
| Confederate Pyrrhic | 7 | 11 | 15 |
| Confederate Marginal | 6 | 10 | 14 |
| Confederate Decisive | 5 or less | 9 or less | 13 or less |
11.4 The 1862 – 64 Scenario Setup Abbreviations
Setup abbreviations for these three scenarios are as follows:
- Mi: Militia infantry
- Mc: Militia cavalry
- Vi: Veteran infantry
- Vc: Veteran cavalry
- Ci: Crack infantry
- Cc: Crack cavalry
An asterisk (*) after the location name indicates that all the units there begin the game Entrenched (i.e., under an Entrenchment marker as per Rule 4.3).
11.5 The 1862 Scenario Setup
Confederate
| Quantity | Type | Location |
|---|---|---|
| 1 | Mi | Fayetteville |
| 1 | Mi | Newport |
| 1 | Vi | Island No. 10 * |
| 1 | Mi | Mobile |
| 2 | Vi | Corinth |
| 1 | Vi | Decatur |
| 1 | Mi | Chattanooga |
| 1 | Mi | Savannah |
| 1 | Mi | Charleston (South Carolina) |
| 1 | Vi | Harper's Ferry |
| 2 | Vi | Manassas Junction * |
| 1 | Mi | Manassas Junction * |
| 1 | Vc | Manassas Junction * |
| 1 | Mi | Richmond |
| 1 | Mc | Fredericksburg |
| 1 | Vi | Yorktown * |
* = Entrenched
Confederate Army Maximum Size = 27
Union
| Quantity | Type | Location |
|---|---|---|
| 1 | Vi | Springfield, Missouri |
| 1 | Mi | Ironton |
| Grant (1)** | Leader | Pittsburgh Landing |
| 2 | Vi | Pittsburgh Landing |
| 1 | Mi | Pittsburgh Landing |
| 1 | Mi | Pensacola |
| 1 | Vi | Nashville |
| 2 | Mi | Nashville |
| 1 | Vi | Franklin |
| 1 | Mi | Port Royal * |
| 1 | Vi | Gettysburg |
| 1 | Mi | Gettysburg |
| 2 | Vi | Washington |
| 3 | Mi | Washington |
| 1 | Mc | Washington |
| 1 | Mi | Baltimore |
| 1 | Mi | Fort Monroe |
* Entrenched. ** Only if you are playing with the Advanced Game Leader units.
Control Markers: All of Kentucky, Forts Henry and Donelson, Sedalia, and Jefferson City.
Union Army Maximum Size = 35
11.6 The 1863 Scenario Setup
Confederate
| Quantity | Type | Location |
|---|---|---|
| 1 | Mi | Vicksburg |
| 1 | Vi | Vicksburg |
| 2 | Vi | Meridian |
| 1 | Mi | Little Rock * |
| 1 | Mi | Alexandria * |
| 2 | Vi | Murfreesboro * |
| 1 | Ci | Murfreesboro * |
| 1 | Vi | Knoxville |
| 1 | Mi | Savannah * |
| 1 | Mi | Goldsboro * |
| 1 | Vi | Richmond |
| 1 | Mi | Petersburg * |
| 1 | Mi | Marion |
| 1 | Vc | Okolona |
| 1 | Mc | Chattanooga * |
| Lee (3)** | Leader | Fredericksburg * |
| 1 | Ci | Fredericksburg * |
| 3 | Vi | Fredericksburg * |
| 1 | Mi | Fredericksburg * |
| 1 | Vc | Manassas Junction * |
* Entrenched. ** Only if you are playing with the Advanced Game Leader units.
Confederate Army Maximum Size = 23
A Note about Markers: This scenario requires using 15 Entrenchment markers. The game only comes with 12. Therefore, you will have to make up some additional Entrenchment markers to establish the proper game setup. If additional markers are needed when playing A House Divided for any reason (such as Entrenchment markers in the 1863 Scenario), use coins or blank pieces – whatever you have available.
Important: If all Union or Confederate units of a specific type are in play, no additional units of that type can be created or brought into play through recruitment or promotion. This means that the counter mix is not a limit for markers but it is a limit for the other playing pieces (i.e., military units) in the game.
Union
| Quantity | Type | Location |
|---|---|---|
| 1 | Mi | Fayetteville |
| 1 | Mi | Thayer |
| Grant (1)** | Leader | Arkansas Post |
| Sherman (1)** | Leader | Arkansas Post |
| 3 | Vi | Arkansas Post |
| 1 | Mi | St. Louis |
| 1 | Vi | Memphis * |
| 1 | Mi | Grand Junction |
| 1 | Mi | Humbolt |
| 3 | Vi | Nashville |
| 2 | Mi | Nashville |
| 1 | Vc | Nashville |
| 1 | Mi | Bowling Green |
| 2 | Vi | Glasgow |
| 1 | Mi | Corinth * |
| 6 | Vi | Washington |
| 2 | Mi | Washington |
| 1 | Vc | Washington |
| 1 | Mc | Washington |
| 1 | Mi | Harper's Ferry |
| 1 | Mi | Baltimore |
| 1 | Vi | Norfolk * |
| 1 | Mi | Fort Monroe |
| 1 | Mi | New Bern * |
| 1 | Vi | Port Royal * |
| 1 | Mi | New Orleans * |
| 1 | Vi | New Orleans * |
* Entrenched. ** Only if you are playing with the Advanced Game Leader units.
Control Markers: All of Kentucky, Forts Henry and Donelson, Sedalia, Jefferson City, Springfield (Missouri), Newport, Island No. 10, and Pittsburgh Landing.
Union Army Maximum Size = 35. (The Union starts with two units over their Army Maximum Size; Optional Rule 7.4, Increasing Union Forces, is recommended.)
11.7 The 1864 Scenario Setup
Confederate
| Quantity | Type | Location |
|---|---|---|
| 1 | Mi | Alexandria |
| 1 | Vi | Meridian |
| 1 | Vc | Okolona |
| 1 | Mi | Mobile |
| 1 | Mi | Selma |
| 2 | Vi | Chattanooga |
| 1 | Vc | Chattanooga |
| 1 | Ci | Atlanta * |
| 1 | Mc | Tallahasse |
| 1 | Mi | Savannah |
| 1 | Ci | Staunton |
| 1 | Mi | Charleston (South Carolina) * |
| 1 | Vi | Richmond |
| 1 | Mi | Petersburg * |
| 1 | Mi | Goldsboro |
| 1 | Vc | Manassas Junction |
| 1 | Mi | Wilmington |
| 4 | Vi | Fredericksburg * |
| 1 | Vc | Fredericksburg * |
| Lee (2)** | Leader | Fredericksburg |
* Entrenched. ** Only if you are playing with the Advanced Game Leader units.
Control Marker: Pensacola.
Confederate Army Maximum = 20. (The Confederates start with three units over this maximum amount due to recent Recruitment City losses.)
Union
| Quantity | Type | Location |
|---|---|---|
| 1 | Mi | St. Joseph |
| 1 | Mi | Fort Smith |
| 1 | Mi | Springfield (Missouri) |
| 1 | Vi | Little Rock |
| 1 | Vi | Baton Rouge * |
| 1 | Mi | Baton Rouge * |
| 2 | Vi | Vicksburg |
| 1 | Mi | Arkansas Post |
| 1 | Mi | New Orleans |
| 1 | Vi | Memphis * |
| 1 | Mi | Saint Louis |
| 1 | Mi | Cairo |
| 1 | Mi | Forts Henry and Donelson * |
| 1 | Mi | Decatur |
| 1 | Vi | Nashville * |
| 1 | Mi | Murfreesboro |
| 3 | Vi | Sparta |
| 1 | Ci | Sparta |
| 1 | Vc | Sparta |
| Sherman (2)** | Leader | Sparta |
| 1 | Vi | Knoxville * |
| 1 | Mi | Jacksonville (Florida) |
| 1 | Mi | Brunswick |
| 1 | Mi | Port Royal |
| 1 | Mi | Grafton |
| 1 | Mi | Harper's Ferry |
| 5 | Vi | Washington |
| 2 | Ci | Washington |
| 1 | Vc | Washington |
| 1 | Mc | Washington |
| Grant (2)** | Leader | Washington |
| 1 | Vi | Baltimore |
| 1 | Vi | New Bern * |
| 1 | Vi | Norfolk * |
| 3 | Mi | Fort Monroe |
* Entrenched. ** Only if you are playing with the Advanced Game Leader units.
Control Markers: All of Kentucky, Sedalia, Jefferson City, Fayetteville, Natchez, Newport, Island No. 10, Humbolt, Grand Junction, Pittsburgh Landing, Corinth, Cumberland Gap, and Gainesville.
Union Army Maximum Size = 36. (The Union starts with nine units over their Army Maximum Size; Optional Rule 7.4, Increasing Union Forces, is recommended.)
Game Piece Inventory
| Type | Union | Confederate | Marker |
|---|---|---|---|
| Militia Inf. | 24 | 8 | – |
| Veteran Inf. | 20 | 20 | – |
| Crack Inf. | 9 | 9 | – |
| Militia Cav. | 1 | 1 | – |
| Veteran Cav. | 8 | 8 | – |
| Crack Cav. | 4 | 4 | – |
| Control (Flag) | – | – | 23 |
| Entrenchment | – | – | 12 |
| Battle | – | – | 2 |
| Blank | – | – | 2 |
| Advanced Game Pieces | |||
| Leaders | 2 | 1 | – |
| Foreign Interv. | – | 4 | – |
| Border Militia | – | 3 | – |
| Totals | 68 | 58 | 39 |
Advanced Rules
The following is the separate A House Divided Advanced Rules booklet (The American Civil War, 1861-1865). Its section numbering is independent of the Basic Game rules above.
Index: 1.0 Introduction; 2.0 Supply; 3.0 Movement and Command; 4.0 Containment; 5.0 Coastal Defenses; 6.0 The Capture of Washington; 7.0 Battles and the Command Table; 8.0 Advanced Game Optional Rules.
1.0 Introduction (Advanced Rules)
The advanced game rules add new mechanics to the play of A House Divided. While they greatly enhance the simulation value of the game (making it more "realistic"), they also add a degree of complexity which should not be undertaken by novice players. Like the preceding optional game rules, they are all independent in themselves and can be added to the game separately or together.
Additional Playing Pieces: The Advanced Rules use the following additional counters and three stand up leader pieces.
Confederate:
- Militia Infantry (combat value 2) – Kentucky, Missouri, Maryland
- Veteran Infantry (Foreign Intervention) – combat value 3, full strength and half strength sides
- Crack Infantry (Foreign Intervention) – combat value 3 with -1 defensive value, full strength and half strength sides
- Crack Cavalry (Foreign Intervention) – combat value 3, full strength and half strength sides
- Leader: Lee
Union:
- Leaders: Grant, Sherman
2.0 Supply
An army has to eat, and generals must take this fact into account or suffer from widespread disease and desertion.
At the beginning of a player's turn, before he does anything else, he must determine which of his pieces are in supply.
A piece which is alone in a box is automatically in supply. If two or more pieces are in a box, they must trace a supply line.
2.1 Tracing a Supply Line
Pieces in recruiting cities are in supply if they can trace a supply line to any other friendly-owned recruiting city. Pieces not in a recruiting city are in supply if they can trace a supply line to any friendly-owned recruiting city which is itself in supply.
A supply line may be of any length. It must be traced through friendly-owned boxes along friendly railroads and/or rivers. Union pieces in ports or able to trace a supply line to a port are automatically in supply.
2.2 Effects of Being Out of Supply
If a box is out of supply at the beginning of a player's turn (that is, there is more than one piece in the box and it is unable to trace a supply line), the owning player must eliminate from that box one piece of his choice.
3.0 Movement and Command
Both sides got off to a slow start in the war. The South, however, seized an initial superiority in overall initiative (largely due to the Southern loyalties of most of the pre-Civil War American officers' corps). As the war progressed, however, the North's overall leadership improved. By the time the war was winding down, the South's communications were becoming a shambles due to lack of maintenance for its railroad system and the harassment of Union cavalry raids.
When using this rule, the first paragraph of the movement rule is changed to the following:
When it is a player's turn to move, he first consults the Command Table and rolls a die. The number rolled is cross-indexed with the current game year, and the number of marches is found for that player. (See the Command Table.)
4.0 Containment
"Static" containment situations lasted until the end of the war in many places. Pockets of Union troops would invade a Confederate port, capture it, then sit there. Their goal was to strangle the Confederacy economically by an aggressive blockade. This was General Winfield Scott's "Anaconda Plan".
Instead of attempting to recapture a port lost to naval invasion, the Confederate player may attempt to contain the Union forces.
Confederate pieces may move into any port box which was captured by the Union in a naval invasion (plus Fort Monroe and Pensacola) and, instead of fighting a battle, may be designated as containing the enemy. Confederate pieces containing a Union naval invasion may entrench in the port box, even though it contains enemy units (an exception to the entrenchment rule).
Furthermore, in these containment situations, if one side attacks the other, the attacker must leave the safety of his entrenchments, thus attacking without the minus one (-1) entrenchment defensive die roll modifier in the ensuing combat.
Before Union pieces may move out of a port where they are being contained, they must fight and defeat the Confederate containing garrison.
This battle occurs in the Union part of the turn, at the beginning of the movement segment, and consumes a march. If the Union wins the battle, Union pieces in the port are free to move in the movement segment (although they have used up one of their allowed two marches) and to fight in the combat segment.
5.0 Coastal Defenses
Nobody said (or should say) that making invasions was easy. The Confederates tied up large numbers of men who were greatly needed at the front as port garrisons. Often they challenged the nearby landings of Union soldiers from their prepared positions.
To reflect the presence of coastal defense artillery and other harbor defenses, each Confederate port which is also a recruiting city should be given a defensive ability against naval invasions (only), with a combat value equal to the city's recruiting value.
Any Union pieces attempting a naval invasion must first destroy this defensive garrison (in addition to any other pieces which are present). The garrison, just as if it were a piece, must be hit twice in a battle to destroy it.
The defensive garrison may never move or retreat, and only participates in a battle if the city is being attacked by a naval invasion.
Defensive garrisons are considered permanently entrenched. (Other Confederate units in that port would have to spend the usual march to entrench there.)
The Union player receives no promotion for defeating coastal defensive garrisons only, but does if the battle also involves fighting regular Confederate troops.
6.0 The Capture of Washington
It is not necessarily true that the Confederate capture of Washington would end the war. Under this rule, capturing Washington will often win the war unless the South is losing badly in other areas; and the capture, even if only temporary, has a permanent effect on the Union's overall morale.
The Confederacy does not automatically win if Washington is captured. Instead roll one die and subtract that number from the Union army maximum; if a 1 is rolled, subtract two. If the Union recaptures Washington, add only its recruiting value (one) to the army maximum.
7.0 Battles and the Command Table
19th Century armies seldom just charged at each other en masse. The Union Army, in particular during the beginning of the war, often outnumbered the Confederates it faced, but usually lacked the leadership to effectively use its advantage in numbers.
Battles are measured in days, with four battle rounds equaling one day. (See the Battle Day Turn Record Track on the Player Aid Charts.)
"Battlefield leadership" is determined at the start of each day of battle, before the first battle round of the day begins. Each side rolls one die separately on the Command Table (below and on the Player Aid Charts), with the resulting number indicating the number of pieces that player may attack with during each of his battle rounds that day.
At the start of each subsequent day of battle (should it last more than one day), another die is rolled by each player on the Command Table below. This value is added to one-half (rounded up) of the previous day's battlefield leadership value to determine the current day's battlefield leadership. Note that only a maximum of eight units per side may ever attack in a given battle round.
Example: In a battle fought in 1862, the Union player rolls a 4 for a battlefield leadership value of 3. Thus, he may only attack with a maximum of three pieces on his first through fourth battle rounds (i.e., during the first day). Assuming the battle goes into a fifth battle round, the Union player would again roll on the Command Table below. If he rolled a 1 this time, he would have a battlefield leadership value of 4 (two for the current day's roll value, plus two left over from the previous day's value) for battle rounds five through eight (the second day).
If the battle was fought into a ninth battle round (or third day), then another battlefield leadership die roll would be made. If the Union player rolls a 5, his battlefield leadership value would be 6 (four for the current day's roll value, plus two left over from the previous day's value) for battle rounds nine through twelve.
Command Table
| Die-Roll | 1861 | 1862 | 1863 | 1864 | 1865 |
|---|---|---|---|---|---|
| 1 | 2/2 | 2/3 | 2/3 | 3/3 | 3/2 |
| 2 | 2/3 | 2/3 | 3/4 | 3/3 | 4/3 |
| 3 | 2/3 | 3/4 | 3/4 | 4/4 | 4/3 |
| 4 | 3/4 | 3/4 | 4/5 | 4/4 | 5/4 |
| 5 | 3/4 | 4/5 | 4/5 | 5/5 | 5/4 |
| 6 | 4/5 | 4/5 | 5/6 | 5/5 | 6/5 |
Explanation of Results: #/# = Union/Confederate leadership rating.
8.0 Advanced Game Optional Rules
The advanced game optional rules add additional systems for the richest possible detail to the game at the greatest price in time and effort. Battlefield morale, desertion, and leaders add a lot of flavor (and die rolls) to battles, while more support from the Confederate border states and the possibility of foreign intervention add the two greatest "what ifs" of the American Civil War.
8.1 Battlefield Morale
After the enemy player has fired during a battle round, newly flipped pieces must make a morale check. Full strength or eliminated pieces, and pieces which were reduced in an earlier battle round, do not make morale checks. Morale checks are made for each piece by rolling a die and comparing the result to a piece's morale value (see the Morale Table on the Player Aid Card).
If the die roll is greater than the morale value of a given piece, it "routs" and is placed back on the mapboard, reduced side up, in the box where the battle is occurring. It may not fight in the battle while routed and is considered eliminated for purposes of winning or losing the battle.
Subtract one from the battlefield morale check die roll if the unit is in a fort or is entrenched.
8.11 Morale Recovery
At the end of each fourth battle turn (i.e., at the end of each day), before the next day's battle rounds begin, each side may recover one unit from those routed because of failed morale checks.
8.12 Desertion and Stragglers
After a battle, both sides must roll for desertion and stragglers. All reduced (red numbers up) pieces must make a desertion check. A desertion check is made for each reduced piece by rolling a die and comparing the result to the piece's morale value (see the Morale Table on the Player Aid Card).
If the die roll is greater than the morale value of a given piece, that unit is eliminated through desertion. The desertion die roll for a given unit is modified for each of the following circumstances:
| Circumstance | Modifier |
|---|---|
| If the unit is part of the army that just lost the battle | +1 |
| If the unit is not routed (see Battlefield Morale) | -1 |
| Subtract the value of any friendly leader(s) present | -X |
8.2 Leaders
Great generals are a product of good fortune. You must not only be the right person with the right skills, but you must also be in the right place at the right time and have the right connections upstairs. Many generals could have been represented, but for the strategic level of A House Divided, the number of leaders for each side and their ratings fit very well into the combatant's capabilities at various times throughout the Civil War.
Three standup leader pieces are provided in A House Divided: Lee, Grant, and Sherman. The circled number on each leader is its leadership value. The date (month/year) on the leader piece indicates its turn of arrival and its status change. When leaders are placed on the map, they may be placed on any box which contains friendly pieces.
The status change for the leaders represents different things. For Lee, it represents a loss of leadership with the death of his "right arm", General "Stonewall" Jackson. For Grant and Sherman, it indicates an increase in leadership on the dates of their promotions to larger, more independent commands.
8.2.1 Leaders and Movement
Leaders may move normally with the pieces in their box. Leaders may naval move, invade, or reinforce a battle with any piece they are currently in the same box with, without any additional march penalty (they may also reinforce a battle by moving alone). Alternatively, they move independently of any pieces they are stacked with. They may conduct up to two marches without cost but may not undertake cavalry jump moves. Leaders have no effect on other units' movement.
8.2.2 Leaders and Battles
The number on each leader represents two things: the number of "pluses" it can bestow to friendly firing units during each round of battle, and the amount added to each day's battlefield leadership total (if that advanced game rule is being used). The leader must be present at the battle to affect it. Leaders who reinforce a battle may add their effects immediately upon their arrival.
The pluses which a leader can bestow when friendly pieces fire during each round of battle must be announced prior to any unit firing. A leader may add his entire value to a single piece or spread it over two (or, in Lee's case, three) pieces.
Example: Lee is currently rated at 3. Three Confederate pieces begin a battle round where Lee is currently present, and the pieces are ready to fire. Each of the three Confederate pieces could have its rating raised by one; one piece could have its rating raised by three; or one piece could have its rating raised by two and another have its rating raised by one when it fires. Remember, leaders add their ratings during each and every round of a battle where they are present!
When using the Battles and the Command Table advanced game rule, add the value of your leaders present to your battlefield leadership total each day. The eight pieces per round maximum is still in effect (although, with leaders present, you will reach that maximum a lot faster).
Grant and Sherman may be present at the same battle with cumulative effects.
Leaders caught alone in a box with enemy pieces are not destroyed. They are returned to the game during the owner's next recruitment segment.
8.2.3 Leaders and Desertion
Units making a desertion morale check may subtract the value of all friendly leaders present at the battle.
8.3 More support from the Confederate border states
The Confederacy expected to receive more support than it did from their border states in the North. Had the military and political circumstances been better during the war, this might have occurred.
At the beginning of each Confederate player turn in which the Confederate player controls every recruitment city in either Missouri (St. Joseph, Springfield, and St. Louis), Kentucky (Bowling Green and Louisville), or Maryland (Baltimore), a die may be rolled on the Southern Border States Support Table (see the Player Aid Card) for each state in which this condition exists.
If the die roll is greater than the required number, add the corresponding Confederate militia infantry unit to the recruitment pool. This event may occur once per border state per game, and the militia unit remains available to the Confederacy for the remainder of the game.
8.4 Foreign Intervention
The South was pinning its hopes on a long shot, hoping for foreign intervention from some European great power. The South never achieved the impressive military victories which it thought would trigger this event. Now, however, players may strive to recreate this historical possibility.
Foreign intervention can be won by the South only if all of the following three conditions exist at the beginning of any Confederate player turn (good luck!):
- The Confederate army maximum size is within three of the Union's.
- The Confederates control at least one Union recruitment city with a recruiting value of 2 or more, plus Washington DC.
- Either no Confederate recruitment cities with a recruiting value of 2 or more are Union controlled or, for each one that is, another Union recruitment city with a value of 2 or more is Confederate-controlled.
If all of the above conditions exist at the beginning of the Confederate player's turn, then foreign intervention is triggered with the following effects:
- The Confederate player may perform naval movement (only, not the river "jump move," crossing the Potomac, nor invasions).
- The Confederate player has the four foreign intervention pieces available to him "in Europe" (at the side of the mapboard). They must be brought over to the United States by Confederate naval movement and do not count against the Confederate army maximum size.
Foreign intervention units may not be promoted. If destroyed, one foreign intervention unit may be replaced during each Confederate recruitment segment in which the Confederate player rolls a 5-6, at which time it is placed "in Europe" and is available to be naval moved back to the U.S. on a future game turn.
The European replacement is available in addition to regular Confederate militia.
Player Aid Charts
From the official Player Aid Charts (2) supplied with the Optional Rules and Scenarios booklet. These are the tables the Advanced Rules refer to.
Current Battlefield Leadership Value Track
1 – 2 – 3 – 4 – 5 – 6 – 7 – 8
Militia Pool
Standard Game: Die roll = number of units recruited (1 = 2 pieces); one per recruitment city.
Historical Recruitment:
- Union: 1 or 2 = 3 pieces
- Confederate: 1 = 2 pieces; 5 or 6 = 4 pieces
- Both: up to two pieces per 3+ value recruitment city
Confederate Replacements: Confederate rolls each promotion segment. Roll of 1 or less = 2 promotions. Subtract one from die roll for each Veteran or Crack infantry lost in battle this turn.
Foreign Intervention: One lost unit is replaced in Europe if Confederate recruitment roll is 5 or 6.
Morale Table
| Morale Value | Unit Types |
|---|---|
| 5 | all Crack units |
| 4 | all Veteran units |
| 3 | all Militia units after 1861 |
| 2 | all Militia units in 1861 |
Pieces fail morale checks if their die roll is higher than the unit's morale value, including modifiers below.
Battlefield Modifiers:
| Modifier | Circumstance |
|---|---|
| -1 | If the piece is in a fort or entrenched |
Desertion Modifiers:
| Modifier | Circumstance |
|---|---|
| +1 | If the piece is part of a retreating army |
| -1 | If the piece is not routed |
| -X | Subtract the value of all friendly leaders present |
Southern Border States Support Table
| Border State | Support Number |
|---|---|
| Missouri | 3 |
| Kentucky | 1 |
| Maryland | 6 |
Die Roll Modifiers:
| Modifier | Circumstance |
|---|---|
| +1 | If the Confederates are within five of the army maximum size of the Union |
| +1 | If the die roll is made in 1861 |
| +2 | If the Confederates control Washington DC |
| -1 | For each year after 1862 in which the die roll is made (i.e., -1 in 1863, -2 in 1864, and -3 in 1865) |
| -1 | If the Union army maximum size is greater than 10 over the Confederate's |
| -1 | If the Union player controls Richmond |
Army Maximum Sizes Table
| March (03) | North Victory | North Advantage | North Edge | Historical (Draw) | South Edge | South Advantage | South Victory |
|---|---|---|---|---|---|---|---|
| 1862 | 11+ | 10 | 9 | 8 | 7 | 6 | 5 or less |
| 1863 | 15+ | 14 | 13 | 12 | 11 | 10 | 9 or less |
| 1864 | 19+ | 18 | 17 | 16 | 15 | 14 | 13 or less |