Chancellorsville
Chancellorsville Rulebook
Table of Contents
Table of Contents
- Introduction
- Unit Symbols
- Brigade Substitute Counters
- Turns
- How To Win
- Prepare For Play
- Routine of Play
- Time Limit—5 Minutes
- River Crossing
- Stream Crossing
- Movement Through Woods-Hills-Marsh
- Movement Into Occupied Squares
- Capture of Fortifications
- More Than One Unit Per Square
- Multiple Unit Attack
- Multiple Unit Defense
- Combat Results Table
- Combat Results Table (RULE-D Card)
Introduction
CHANCELLORSVILLE lets you refight the famous Civil War battle with YOU in command—the result depends entirely upon your skill as a Commander. You command all the military units actually at the real battle of Chancellorsville in 1863.
The mapboard shows the entire area where the battle was fought. Terrain features are altered slightly to conform to hexagon (six-sided) patterns, hereafter referred to as squares. (The use of hexagons, instead of the usual 4-sided squares, adds a greater degree of realism. Vertical, horizontal and diagonal movements now cover the same distance in all directions).
CHANCELLORSVILLE is a 2-player game; one being the Union Commander and the other the Confederate Commander. Additional players may be assigned as subordinate commanders under the orders of the respective Supreme Commander.
Unit Symbols
Now study the set of die-cut unit counters. Blue counters are Union; Red counters are Confederate. These counters are your "chessmen". Printed on each is the information necessary for play of CHANCELLORSVILLE.
The counter key shows: the size of the unit (XX for Division); the type of unit (Headquarters, Infantry, Cavalry, Artillery, or Horse Artillery); the unit commander (for example, General Jubal Early); the basic combat factor, used for attack and defense (the first of the two hyphenated numbers, for example 8-4 shows 8); and the normal movement factor (the second number, up to 4 squares per turn).
- Fortification Counter: These white counters represent immovable fortresses, the placement of which is outlined later.
- Assault Boat Detachment Counter: These blue counters belong to the Union, and may be used to assist river crossings.
- Pontoon Bridge Detachment Counter: These blue counters also assist in river crossings.
Brigade Substitute Counters
These are supplemental, not additional Units. They are Confederate Brigades only, and may be used in place of larger combat Divisions.
The Confederate Commander may, at any time, break down a combat division into brigades. He may substitute a single division counter with a number of brigade counters whose combat factors total that of the division counter being substituted. These "Brigade Substitute Counters" are stacked on the same square, along with their Headquarters counter. Brigade counters, once placed on the field, may separate.
A Division Counter that has been removed may be returned by removing from the field a number of Brigade Substitute Counters whose combat factors total that of the Division counter. All such Brigade counters designated for removal must be moved, according to their Movement Factor, to a common square for removal. Substitute Brigades do not have to belong to the commander whose Division they are to substitute for.
Turns
CHANCELLORSVILLE is played in Turns. You move your Units then resolve all combat if any; that is a Turn. Your opponent moves his Units then resolves all combat if any; that is also a Turn. Together these two Turns are called a Complete Turn and measured as the passage of a period of time. The passage of each Complete Turn is checked off on the Time Record Card.
In each Turn, a player moves up to all of his Units first and then resolves all battles after the movement portion is complete. Union player always moves first in each Complete Turn.
Movement
You may move up to all of your Units each Turn, up to their normal movement factor, subject to terrain limitations. You do not have to move any Unit nor do you have to move any Unit its full movement factor. Units may move in any direction or combination of directions in one Turn. Movement factors are not transferable from one Unit to another, nor can they be accumulated from one Turn to the next. Units move individually—not by Corps. The Die is used in combat only—it has nothing to do with Movement.
Combat
Each Unit has a Combat Factor printed on its counter, which is a numerical expression of that Unit's battle strength. Each Unit applies its Combat Factor (the first of two hyphenated numbers at the bottom of the counter) to all the squares in its specified zone of control. When an enemy Unit enters any square in its specified zone, combat results. In combat you compare the Combat Factors of the engaged Units (putting the attacker's Factor first) and you have an odds comparison—such as 2 to 1. (HQ Units have no combat factor—but are useful in stalling advancing enemy Units. HQ's are automatically eliminated when attacked.)
The attacker rolls the Die once for each battle. He compares the number rolled to the proper odds comparison line on the Combat Results Table (RULE D) and both players obey the result given. Study the Combat Results Table carefully.
Zones of control:
a) PRIMARY ZONE (6 squares adjacent to Unit)—All Units control this zone. Combat must occur whenever opposing Units are adjacent. EXCEPTION: Combat is not allowed when both opposing Units are on adjacent river squares.
b) SECONDARY ZONE (12 squares adjacent to primary zone)—Only Artillery and Horse Artillery Units control this zone. Combat occurs when an enemy Unit moves into this zone providing the defender is an artillery type Unit. Likewise, an artillery type Unit may precipitate combat by moving to within one square distant from any enemy Unit.
Attack
A Unit's combat factor in attack is always its basic factor printed on the counter.
In attack, you may move as many Units as you are able into an enemy controlled zone before computing battle odds. However, you may not move any Unit through a square controlled by an enemy (including an HQ Unit) without attacking. A Unit is in contact with an enemy when it reaches the first square the enemy controls, and it must stop to fight on that first square.
If the result of an attack calls for a retreat, the WINNER always determines the line of retreat. However, if the line of retreat would force the losing Unit(s) into a river, off the board, or into enemy zones of control, it is eliminated instead.
NOTE: The winner cannot force losing Units into such areas if alternate, unblocked routes of retreat are available.
No Unit may attack more than once on the same Turn—even if it finds itself adjacent to an enemy Unit after combat. The enemy, in its Turn, has the option to attack or withdraw.
PRIMARY ZONE: A Unit automatically attacks when it moves into a square adjacent to an enemy Unit. However, such a battle situation is not resolved at this time—the attacker may move other Units in other areas of the mapboard then return to resolve each and every battle, one at a time in the order of the attacker's choice. When a Unit precipitates battle by moving, it is always considered the attacker.
SECONDARY ZONE: Attack between opposing artillery type Units is resolved the same as if they were in the primary zone. Attack involving non-artillery and artillery Units is outlined in the Multiple Unit Attack section.
Defense
In defense, a Unit increases its basic combat factor in both primary and secondary zone battles according to the terrain it is defending on as follows:
| Defending Unit is on | Enemy attacks from | Defending Unit's combat factor |
|---|---|---|
| 1. Fortification Counter | Any square, including another fortified square | Doubles |
| 2. Shore Square | Any square on opposite side of river, including river square (blue) | Doubles |
| 3. Fortified Shore Square | (same as 2) | Triples |
| 4. Hill Squares | Any square, including other hill squares (brown) | Doubles |
| 5. Fortified Hill Squares | (same as 4) | Triples |
No Defending Unit may be fought more than once in the same Turn.
How To Win
CHANCELLORSVILLE is a time limit game—no more than 25 Complete Turns may be played.
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The Union wins if, by the end of the 25th Complete Turn, the Confederate Army is either eliminated, or reduced to Units totalling 15 BASIC Combat Factors or less.
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The Confederates win if, by the end of the 25th Complete Turn, they either eliminate the Union Army or have units on the board totalling 16 Basic Combat Factors or more.
Prepare For Play
STEP 1: Union player places 5 white fortification counters on any square north of the Rappahannock River—Confederate player places 15 white fortification counters anywhere south of the Rapidan-Rappahannock river line.
STEP 2: Union player places all of his Blue Units north of the Rappahannock River except: a) Boat and Bridge Detachments, b) 2 Artillery Brigades and 6 Infantry Units (2 Corps).
STEP 3: Confederate player places all of his Red counters south of the Rapidan-Rappahannock River line. Brigade Substitute Counters may also be placed on the board in place of their respective division counters.
STEP 4: Union Commander places his remaining 2 Corps and Boat and Bridge Detachments anywhere north of the Rappahannock River.
Neither player may place Units in the northwest area between the Rappahannock and Rapidan Rivers at the start of the game.
Routine of Play
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Union commander always plays first. He moves all Units he chooses to move to any direction—he is the attacker.
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Any and all battles precipitated by this Union movement are then resolved.
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There can be no Union movement after combat.
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Confederate commander moves all the Units he chooses to move—he becomes the attacker.
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All battles are then resolved.
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No Confederate movement possible after combat.
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One Complete Turn is marked off; play returns to the Union Commander.
Remember: All Units except fortifications can be moved each Turn.
Time Limit—5 Minutes
It is suggested that each player be given 5 minutes in which to move his Units. When 5 minutes have passed, the player cannot move additional Units, but must then resolve existing combat situations.
River Crossing
Rivers, in blue, are always a full square in width. The following chart shows the 4 methods by which both Union and Confederate Units may cross. EXCEPTION: Confederates cannot use Boats. They belong to the Union, and while they can be destroyed, they cannot be captured.
| Unit | 1) Swim at any point | 2) Cross at Fords | 3) Cross on Assault Boats | 4) Cross on Pontoon Bridge |
|---|---|---|---|---|
| Headquarters | YES | YES | YES | YES |
| Infantry | NO | YES | YES | YES |
| Cavalry | YES | YES | YES | YES |
| Artillery | NO | YES | NO | YES |
| Horse Artillery | NO | YES | NO | YES |
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SWIM AT ANY POINT—The crossing Unit moves onto the river square and STOPS. On its next Turn, it proceeds its normal Movement Factor. Only one Unit is allowed on each river square per Turn.
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CROSS AT FORDS (Blue lines)—The crossing Unit moves onto the river square and STOPS. On its next Turn, it proceeds its normal Movement Factor. Bridge and Boat Detachments can also cross at Fords. Only one counter is allowed on each Ford square per Turn.
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CROSS ON ASSAULT BOATS—A Boat may move onto a river square, then a Unit moved on top of the boat counter in the same Turn. On the next Turn, the Unit moves onto the shore square and proceeds its normal movement factor. Boats can only travel through squares containing roads. They may move onto the river only through road squares. Roads do not have to lead into the river; they may run parallel to it in this case. Boats crossing a river must enter the opposite shore only at road squares. They may move downstream (eastward) one river square per Turn with one accompanying troop Unit.
Boats are automatically destroyed when an enemy Unit places it in its zone of control. Only one Unit is allowed on each boat counter per Turn.
- PONTOON BRIDGES—Pontoon Bridges cannot be built until a combat or HQ Unit occupies the opposite shore square the bridge is to connect. Movement into this opposite shore square and the "construction" of the bridge is done in the same Turn. No Units may cross onto the bridge until the following Turn; however, Units crossing do not have to stop but may proceed across at their normal Movement Factor. An unlimited number of Units may cross in a single Turn, but must enter the opposite shore only at the square the bridge points to. Only one Unit is allowed on the bridge at the end of the Turn. Bridges (like Assault Boats) must also stay on road squares at all times.
The enemy can capture a bridge by placing it into its zone of control. The capturing Unit, plus the bridge, may proceed on the following Turn. A bridge is destroyed if a Unit is eliminated while fighting from on top of the bridge.
Stream Crossing
Thin blue lines represent streams. A Unit may cross with no delay where roads, railroads, and unfinished railroads intersect at streams. Where they do not intersect, a Unit must STOP on the Stream Square; then proceed on the following Turn.
Movement Through Woods-Hills-Marsh
A Unit entering the woods must STOP when it reaches the first green square. All Units, regardless of type, move through the woods at the reduced rate of 2 squares per Turn. They may leave the woods from the last green square at the normal movement factor. Movement over Hills (brown squares) and through Stannard's Marsh is the same as through Woods.
NOTE: Any Unit that has defeated an enemy on a Hill square may move onto that hill after combat in the same Turn. This applies to Hill squares only.
Movement Into Occupied Squares
All Units may pass through any square occupied by friendly Units, except on River squares. Stacked Units may pass through squares containing friendly stacked Units.
Capture of Fortifications
Any Unit that defeats an enemy Unit on a Fortification counter may move onto that Fortification after combat in the same Turn.
More Than One Unit Per Square
The Union Commander is allowed 2 combat Units of any kind on one square. The Confederates are allowed any number of Units totalling no more than 22 BASIC Combat Factors regardless of the number and type of Units, on the same square. A HQ Unit may be added since it has no combat value.
In battle, the Combat Factors are added together. But movement is restricted to that of the SLOWEST of the combined Units. When Units combine, the number of squares moved through before combining is applied against further movement in the same Turn. Combined Units may stay together indefinitely, or they may combine on one Turn and split up on the very next.
Multiple Unit Attack
PRIMARY ZONE: When two or more Units attack one defending Unit, the attacker's Combat Factor is totalled into one combined factor for odds comparison. When several Units in different squares attack several enemy Units in different squares, the Attacker has the choice of dividing combat into more than one battle as long as these conditions are met:
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He must fight every defending Unit in whose controlled zone he has attacking Units.
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He must be in the controlled zone of the defending Unit(s) he is attacking.
Many times, the attacker will deliberately sacrifice one or more attacking Units at unfavorable odds to gain more favorable odds over other defending Units. Units on separate squares may divide their attack against Units all on one square into more than one battle. Units all on one square may attack enemy Units on separate squares in more than one battle.
SECONDARY ZONE: Primary zone combat procedure applies with the following clarification:
| # | Attacker | Defender | Procedure |
|---|---|---|---|
| 1. | A | A | Combat required—normal method. |
| 2. | A | NA | Combat not required, but A has option to attack. Combat results adverse (against) A are ignored. |
| 3. | NA | A | Combat required. Combat results adverse to A are ignored. NA may close (enter A's primary zone) on its next Turn if A does not withdraw. |
| 4. | NA | NA | No Combat from Secondary zone. |
| 5. | A | A&NA | Both A Units fight normally ignoring NA. If attacker wins he may attack NA on next Turn if still in range. (Of course, NA may withdraw in its Turn). |
| 6. | A&NA |
A = one or more artillery type Units: a) Artillery, b) Horse Artillery.
NA = one or more non-artillery Units: a) HQ, b) Infantry, c) Cavalry.
Many uses of the NA Units above seem silly at first glance as they are indeed without chance of immediate gain. However, such employment of the NA Units has its purpose: to get NA in position for normal primary zone combat on a succeeding Turn; to buttress a line in event friendly artillery is eliminated; to force enemy Units to withdraw; etc.
RULE OF THUMB for secondary zone combat:
a. A's must fight enemy A's; have option to fight NA's.
b. NA's (by themselves) must fight A's; cannot fight other NA's.
c. NA's with A's cannot fight.
NOTE: Artillery-type Units can never attack an enemy Unit from the Primary zone unless it attacked or was attacked by that enemy Unit from the Secondary zone on a previous Turn and then only if enemy Units did not leave the Secondary zone after combat.
PRIMARY AND SECONDARY COMBINED: If an artillery Unit attacks an enemy artillery Unit in its secondary zone and a non-artillery Unit in its primary zone, battle is resolved in one step. It is treated as if all the Units were in the Primary Zone. The same rule applies if the attacking situation is reversed.
If a defending Unit on a shore square is attacked by 2 Units, one on an adjacent river square and one on an adjacent shore square, the defending Unit's combat factor doubles—if fortified, it triples.
Multiple Unit Defense
In defense, Units may increase their basic Combat Factors exactly as outlined in the section on DEFENSE.
Combat Results Table
The Table and instructions on its use are printed on RULE-D (see the final section of this rulebook).
To resolve combat players must first convert battle odds to the basic odds comparisons appearing on the Table (4-2 battle odds would convert to 2-1; 9-3 converts to 3-1; etc.). Next, the Die is rolled once by the attacker. The number rolled is matched up with the basic odds comparison to get the result of combat. For instance, if the odds are 2-1 and a 1 is rolled, all defending Units are eliminated.
If it becomes difficult to convert battle odds to basic odds you may use either RULE-A or the simple formula on which RULE-A is based: Merely divide the lowest number of the battle odds into the highest number and use the first digit of the answer as the highest figure for the basic odds comparison. For example, if battle odds are 24-11 you divide 11 into 24 which goes a little better than 2 times. Fractions are ignored therefore basic odds become 2-1. Other examples: 16-9 converts to 1-1; 38-12 is 3-1; 4-15 is 1-3; 2-3 is 1-1; etc.
Combat Results Abbreviations
- A ELIM: All attacking Units are eliminated.
- D ELIM: All defending Units are eliminated.
- BACK 2: All losing Units are moved back 2 squares in any direction, or combination of directions determined by WINNER. If a Unit cannot move back 2 squares because of blocking enemy zones of control or rivers, that Unit is automatically eliminated. A Unit forced off the board is also eliminated. NOTE: The winner cannot force Units to retreat into areas mentioned if alternate, un-blocked routes are available.
- EXCHANGE: An even elimination of combat factors, the defender's factor computed at original, double, or triple value according to terrain. When an EXCHANGE is rolled, player with FEWER combat factors removes all his Units—other player removes a number of Units whose combined combat factors total AT LEAST that of the Units removed by opponent. Since this exchange of combat factors does not always work out even-up, a player sometimes must remove a number of Units whose total combat factor is MORE than that of the Units removed by opponent.
You have finished reading all the Rules to CHANCELLORSVILLE. The 4 page Reference Folder gives you actual examples, in diagram form, of those sections in this Instruction Folder whose headings are in all capital letters. It is not necessary, however, to read this reference booklet in order to learn the game—refer to it only when clarification is needed.
For replacement parts, write for price list to: The Avalon Hill Company, Baltimore, Maryland.
Combat Results Table (RULE-D Card)
The following is the Combat Results Table printed on the RULE-D defender's factor card of the 1961 game. Step 1: place the Defender's factor, RULE-D, under the Attacker's factor, RULE-A; the converted odds figure is indicated by the solid black panel showing through the Combat Results Table, and if black appears next to two odds figures, use the one favoring the ATTACKER. Step 2: the ATTACKER rolls the die once; the number of the die is matched up with the correct odds line to get the battle result.
Odds comparisons (left table)
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-1 | D elim | exchange | Dback2 | Aback2 | Aelim | Aelim |
| 1-2 | Dback2 | exchange | Aback2 | Aback2 | Aelim | Aelim |
| 1-3 | Aback2 | Aback2 | Aback2 | Aback2 | Aelim | Aelim |
| 1-4 | Aback2 | Aelim |
Odds comparisons (right table)
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-1 | D elim | exchange | Dback2 | Aback2 | Aelim | Aelim |
| 2-1 | D elim | exchange | Dback2 | Aback2 | exchange | Aelim |
| 3-1 | D elim | exchange | Dback2 | Dback2 | exchange | D elim |
| 4-1 | D elim | exchange |
A ELIM = ALL attacking Units are removed from the board. D ELIM = ALL defending Units removed. BACK 2 = ALL of loser's Units retreat 2 squares in any direction or combination of directions determined by winner. Winner cannot move them back in a route that would automatically eliminate them if an alternate route of retreat is available. EXCHANGE = Both players lose Units. There is an even exchange of combat factors—the defender's being computed at original, double, or triple according to location. When an EXCHANGE is rolled, player with FEWER combat factors removes ALL his Units—other player removes Units whose combined combat factor totals AT LEAST that of the Units removed by opponent. A fraction of a Unit cannot be removed, therefore a player sometimes must remove a number of Units whose total combat factor is MORE than that of the Units removed by opponent. Odds greater than 6 to 1 or 1 to 6 mean automatic elimination.