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Civil War

Civil War Rulebook

Table of Contents

Table of Contents

  • Important Rule Changes
  • Playing Board and Terrain
  • Movement
  • Turns
  • Combat
    • Attack
    • Defense
    • Multiple Pawn Battles
    • Combat Results Table
  • Prepare For Play
  • Routine of Play
  • Movement Over Terrain
    • Plain Squares
    • Railroad Squares
    • River Squares
    • Ocean, Bay and Gulf
    • Mountain Squares
  • Replacements
    • Time Record Card
    • Receiving Replacements
  • How to Win

Important Rule Changes

These changes come from the "Important Rule Changes - Civil War" card. Where the printed rules below say otherwise, these apply.

  • A. Prepare For Play: Both Union and Confederate players begin with 6 Pawns each. Confederate, only, may place his Pawns adjacent to the North/South border line.
  • B. River Movement: Neither player is allowed the additional movement ALONG river lines.
  • C. How To Win: The Confederate player wins if he: (1) avoids the Union condition of victory, or (2) captures any TWO Union replacement centers and retains occupancy (undisputed control NOT necessary) simultaneously for the following two consecutive months.

Playing Board and Terrain

CIVIL WAR is a 2-player game. BLUE Pawns represent Union troops; RED Pawns are Confederate. Pawns are maneuvered into battle across hexagons (6-sided patterns) hereafter called Squares. Specific terrain features are:

  • BLUE SQUARES: Ocean, Bay, and Gulf.
  • BROWN SQUARES: Mountains.
  • WHITE with blue lines: River Squares.
  • WHITE with railroads: Railroad Squares.
  • WHITE with black outlines: Port Squares.
  • BLACK horizontal jagged line: North/South border line.
  • STARS and 6 adjacent squares: Troop Replacement Centers.

Movement

All Pawns have the same basic movement allowance: they may move up to 2 squares per Turn. Varying terrain effects this movement allowance as follows:

  • OCEAN, BAY, GULF: Union, only, may move 8 additional squares per Turn on sea.
  • MOUNTAIN: 1 non-railroad square per Turn, only.
  • RAILROAD: 8 additional squares per Turn along rails.

You may move all your Pawns in a single Turn, although you are not required to move any Pawn nor do you have to move it its maximum movement allowance. Pawns may be moved in any direction, or combination of directions in a single Turn.

Movement allowances are not transferable from one Pawn to another, nor can they be accumulated from one Turn to the next.

The Die is used to resolve combat only. It has nothing to do with movement of Pawns.

Turns

CIVIL WAR is played in Turns. You move your Pawns and then resolve combat if any, that is a Turn; your opponent moves his Pawns, and then resolves combat, if any; that is also a Turn. Together, these two Turns are called a "Complete Turn" and measured as the passage of one month of time.

Combat

All Pawns have a normal combat factor of 1. Each Pawn applies its combat factor to the 6 adjacent squares to the one it is on. When an enemy Pawn enters any of these squares, it is the attacker and combat must occur.

In combat, you compare the combat factors of the engaged Pawns (putting the attacker's factor first) to arrive at a battle odds comparison, such as 1 to 1 in example (A). Pawns are not in combat (B) unless they are adjacent.

Attack

A Pawn automatically attacks when it moves adjacent to an enemy Pawn; however, such combat is not resolved right away. The attacking player may move other Pawns in other areas of the board and then return to resolve each and every battle, one at a time in the order of the attacker's choice. The player precipitating combat by moving his Pawns is always the attacker. To resolve such combat, an odds comparison is made and the Die is rolled. For instance, if 2 Blue Pawns attack 1 Red Pawn, odds are 2 to 1. The Die is rolled and the result can be found under the 2-1 column on the Combat Results Table.

There is no limit to the number of battles that can be fought in one Turn; but no Pawn may fight, or be forced to fight more than one battle per Turn. If an attacking Pawn finds itself adjacent to an enemy Pawn after combat, the enemy in its Turn has the option to attack or withdraw. If the enemy withdraws, he may not re-enter that Pawn's zone and attack from a different square.

In attack, a player may move as many Pawns as he is able into an enemy zone of control before resolving combat. However, a player may not pass through a square controlled by an enemy without fighting. A Pawn is in contact with an enemy when it reaches the first square that the enemy controls and it must stop to fight on that first square.

Reference Sheet, Attack: In attack, a player may move as many Pawns adjacent to an enemy Pawn as he is able before resolving combat. However, no Pawn may pass through more than one controlled square without attacking. (Diagrams marked "THIS" and "NOT THIS".) In the above, the moving BLUE Pawn cannot move through the RED's controlled squares (R) as shown in the second example.

Reference Sheet, Details on Combat (river squares): Since BOTH RED-A, B are on river squares, their combat factors DOUBLE. BLUE-A, B would attack at 2-4 (1-2). Note that BLUE-B's factor remains normal, even though it, too, is on a river square. This situation could be resolved in two battles, at attacker's choice. BLUE-A could attack RED-A or B at 1-2; BLUE-B could attack RED-A or B at 1-2. RED's factor doubles when attacked by BLUE-B. However, because RED's factor does not double when attacked by BLUE-A, BLUE-A is given an attack factor of 2 in this case. Battle odds become 3-2. If Table calls for BLUE retreat, BLUE-A may retreat but BLUE-B is eliminated. If a third Blue Pawn was moved into square (x), odds would become 5-2.

Reference Sheet, Details on Combat (surrounded Pawns): BLUE zones of control completely surround RED. A surrounded Pawn cannot retreat, therefore RED would be eliminated if the Combat Results Table called for a retreat. RED is also surrounded by BLUE zones of control, so it cannot retreat even though it was not attacked by Blue-B and C.

Defense

Pawns increase their normal Combat Factor in defense according to the terrain as follows:

If DEFENDING Pawn is on a:And ATTACKING Pawn is on:DEFENDING Pawn's Combat Factor is:
1. MOUNTAIN SQUARE (Brown)Any square, including an adjacent mountain square.Double
2. RIVER SQUARE (Square containing blue line)Any square, including an adjacent river square.Double
3. PORT SQUARE (Black outline square)Ocean squares ONLY.Double

No Pawn can triple its factor, even if it is on a mountain square containing a river.

No player may move his Pawns after combat, even if they were not moved their full movement allowance. A defender is never allowed to move his Pawns during his opponent's Turn.

Reference Sheet, Defense: Since RED is on a mountain square, its combat factor DOUBLES in defense. Odds would be 2-2 (1-1). Note that BLUE-B's factor remains normal, even though it, too, is on a mountain square.

Multiple Pawn Battles

When several Pawns in different squares attack several enemy Pawns in different squares, the attacker has the choice of dividing combat into more than one battle as long as these conditions are met:

  1. He must fight every defending Pawn in whose controlled zone he has attacking Pawns.
  2. He must be in the controlled zone of the defending Pawn(s) he is attacking.

The attacker may sacrifice one Pawn at unfavorable odds to gain more favorable odds over other defending Pawns.

No Pawn may attack more than once in the same Turn, even if it finds itself adjacent to an enemy Pawn after combat. The enemy has the option to attack or withdraw in its Turn.

Reference Sheet, Multiple Pawn Battles:

  1. RED's are attacking, and must fight all 3 BLUE Pawns because they are all in RED zones of control.
  2. RED must divide battle in the only two possibilities shown. BLUE-A and RED-B are not in each other's zones; nor are RED-A and BLUE-C; therefore they cannot be engaged in the same battle.

If the situation is like this after both battles have been resolved, RED-A cannot attack BLUE-B because both have already fought once in this Turn. In its Turn, BLUE-B has the option to attack or withdraw.

Combat Results Table

Study the Table before playing CIVIL WAR. When battle odds are determined, the attacker rolls the Die and both players obey the result given. For instance, if odds are 2 to 1 and a 6 is rolled, attacking Pawns are eliminated. A roll of 3 means the defending Pawn must retreat 2 squares chosen by the attacker. A roll of 5 means both players lose 1 Pawn, etc.

Source note: the scanned rules do not reproduce the Combat Results Table. The table below is transcribed from the chart image in the Steam Workshop "Civil War" TTS mod (item 1968528432), not from a scan of the printed chart. Read the Die roll down the left column and the odds across the top.

Die2-6 / 1-32-5 / 2-4 / 1-24-3, 3-2 / 2-2, 2-3 / 1-15-2 / 4-2 / 2-16-2 / 3-14-1
1A ElimD back 2D ElimD ElimD ElimD Elim
2A back 2ExchangeExchangeExchangeExchangeExchange
3A back 2A back 2D back 2D back 2D back 2D Elim
4A back 2

The numbers running vertically on the left represent the figure rolled on the die. The top row of numbers represents the odds comparisons. Attacker's odds are always given first. Note that the Attacker has little chance when the odds drop below 1-1, and that his chances increase as the odds build in his favor. Odds AGAINST Attacker greater than 1-3 mean automatic elimination for the Attacker. Odds greater than 4-1 automatically eliminate the Defender.

  • A ELIM: All attacking Pawns eliminated.
  • D ELIM: All defending Pawns eliminated.
  • EXCHANGE: An even elimination of combat factors. The defender's factor computed at original OR double according to terrain. Player with FEWEST combat factors removes ALL his Pawns -- other player removes a number of Pawns whose total combat factor is AT LEAST that of the Pawns removed by the opponent. In cases where one Pawn attacks another Pawn defending on a mountain or port square, BOTH Pawns are eliminated. This works against the defender since he would normally be required to remove but 1/2 a Pawn. Attacker has choice of Pawn(s) to eliminate in cases where a player has more than one Pawn in combat.
  • BACK 2: All of loser's Pawns retreat 2 squares to 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.

Prepare For Play

Union player places his Pawns on Board first. He places 6 BLUE Pawns on any square north of (but NOT adjacent to) the border line. The Confederate player then places 6 RED Pawns on any square south of this border line. Confederate Pawns, only, may be placed adjacent to the border at the start.

Important Rule Changes, card A, applies here: both Union and Confederate players begin with 6 Pawns each, and only the Confederate player may place his Pawns adjacent to the North/South border line. The card does not mention the order of placement, so the printed order is kept.

It is now April 1861, the battle is about to begin.

Routine of Play

  1. Union player moves all the Pawns he chooses to move, becoming the attacker. Confederate player watches.
  2. Union player resolves every combat situation, if any. He rolls the Die once for each battle (1 battle, 1 roll; 2 battles, 2 rolls; etc). Confederate player watches.
  3. Confederate player moves all the Pawns he chooses to move, becoming the attacker. Union player watches.
  4. Confederate player resolves every combat situation, if any. Union player watches.
  5. One Complete Turn (month) is marked off on the Time Record Card, and play returns to the Union Player.

Movement Over Terrain

Plain Squares

All Pawns may move through 2 plain squares per Turn. Pawns may cross railroad, river, Port and star squares as if they were plain.

Reference Sheet, Movement Along Plain Squares: A Pawn moves up to 2 plain squares per Turn. A railroad square counts as a plain square when it is crossed as shown.

Railroad Squares

If a player elects to travel along a railroad, his Pawn may move 2 squares to a railroad square and then move up to 8 squares along the railroad in the same Turn. It cannot leave the railroad until its following Turn. Pawns cannot transfer from railroad to river squares in the same Turn. There is no delay in rail movement at junctions.

Reference Sheet, Movement on Railroad Squares:

  • The Pawn starts its Turn on a plain square (A), moving to the first Railroad square (B), and then moves 8 squares to square (8). That Pawn must follow its original rail line. It cannot "jump" routes in the same Turn. It could not move from square (1) directly to square (4) via the shorter route.
  • A Pawn may start its Turn from a rail square (A), move 2 squares to another rail square (B), then move up to 8 squares along the course indicated by numbers 1 thru 8, all in the same Turn. That Pawn COULD NOT jump from square (B) to adjacent square (3), short cutting square (1) and (2).
  • Once on a railroad, a Pawn cannot move off until its following Turn.

River Squares

Important Rule Changes, card B, applies here: neither player is allowed the additional movement ALONG river lines. The printed paragraph below is superseded; river squares are crossed as plain squares (see Plain Squares).

Printed text (superseded): Union river square movement is the same as rail movement. Confederate movement is similar except that it is limited to 2 squares along a river instead of 8.

Ocean, Bay and Gulf

Confederate Pawns are not allowed on the seas.

If a Union player elects to sail the seas, his Pawn may move 2 squares to a Port square and then move up to 8 Sea squares in the same Turn. A Pawn may stay at sea any number of Turns, but when it elects to land it must move to a Sea square adjacent to a port and STOP. On its following Turn, the Pawn may move inland or out to sea again.

Combat between a Confederate Pawn on a non-port coastal square and a Union Pawn on an adjacent Sea square is not allowed. A Union Pawn may attack, from a Sea square, a Confederate Pawn resting on an adjacent Port square. If victorious, the Union Pawn may occupy the Port square in the same Turn.

A Confederate Pawn in a Port is not required to attack a Union Pawn on an adjacent Sea Square, but has the option to do so. If a Confederate Pawn moves into this position and does not attack, the Union Pawn, in its Turn, must attack or withdraw.

The half ocean square east of Delaware is considered a whole square.

A Union Pawn may reach the Gulf from the Ocean by moving to the last Ocean square marked O, in one Turn, transferring the Pawn to the last Gulf square marked G in the next Turn, then moving in the Gulf at the ocean rate in the 3rd Turn. Pawns may return from the Gulf to the Ocean in the same manner.

Reference Sheet, Movement on the Ocean (Union only):

A Pawn may move from square (A), 2 squares to Port square (B), then move up to 8 squares on the ocean in the same Turn. In this case, the Pawn needed only to move 6 squares to reach its destination.

A Pawn cannot move into the Port of its destination until the following Turn. Movement along the rail line to Port (B) is allowed in this case as long as such movement does not exceed the plain square rate of movement.

Mountain Squares

A Pawn must STOP as soon as it lands on a Mountain Square. In its following Turn, it moves through mountain squares at the reduced rate of 1 square per Turn. Pawns may leave from the last mountain square at the normal rate.

Both Union and Confederate Pawns may move on a railroad through mountains up to 8 squares per Turn.

Reference Sheet, Movement Into Mountain Squares: A Pawn moves from square (A), 2 squares to the first mountain square (B) and STOPS. On its next Turn, it may only move one mountain square to (C). On its third Turn, it may leave square (C), resuming normal plain square rate to square (D).

Reference Sheet, Movement on railroads through mountains: Movement on railroads through mountains is the same as if the mountains did not exist. However, any Pawn attacked while on a mountain rail square still accrues a double factor on defense.

Replacements

Time Record Card

In each month (Complete Turn) the Union player takes his Turn first. After the Confederate player has finished his Turn, a passage of one month is checked off on the Time Record Card.

Asterisks after certain months indicate both players are to receive Replacements (new troops) at the end of those months.

Receiving Replacements

At the end of play in each of the replacement months, new "troops" are "drafted" by both sides and placed on the star squares in the Replacement Centers.

Union player is allowed a maximum of 3 Blue Pawns per replacement month, to be placed on any of the 4 star squares north of the border line, one per square.

Confederate player receives a maximum of 2 Red Pawns, to be placed on any of the 3 star squares south of the border. Only one Pawn per star square allowed.

A player must have undisputed control of his own Replacement Center before a Replacement Pawn can be placed on its Star. To have undisputed control, enemy Pawns must be kept off the Star square and all adjacent squares. However, it is not necessary to occupy one's own Center to have undisputed control. Of course, a Center not garrisoned (protected) makes enemy capture that much easier.

Any Replacement Center controlled by the enemy cannot receive a Replacement Pawn. Only those Centers in undisputed friendly hands at the end of the designated Complete Turns may receive Replacement Pawns.

Such replacements may come from any group not presently on board, including the eliminated pile subject to the number available. Replacements cannot accumulate from month to month.

Both players place their replacements on board at the conclusion of the Confederate player's Turn in the replacement months. Union player places his Pawns on board FIRST. Such Pawns may be used immediately in the Turn following.

At no time may either Army exceed maximum strength: Union, 15 Pawns; Confederate, 9 Pawns.

Reference Sheet, Details on Replacements:

  • BLUE HAS UNDISPUTED CONTROL of his Replacement Center. Union player may place one Replacement Pawn on the star at the end of the Confederate player's Turn in a replacement month.
  • BLUE DOES NOT HAVE UNDISPUTED CONTROL until all Red Pawns are eliminated or forced off squares adjacent to the star. Union may not place a Replacement Pawn on the star.

How to Win

CIVIL WAR is a time limit game: it ends after the March 1865 complete Turn.

The Union player wins if he completely eliminates the Confederate Army and has occupied all three Confederate Replacement Centers by the end of the March 1865 Turn.

The Confederate player wins if he:

  1. Avoids the Union condition of victory, or
  2. Occupies any TWO Union Replacement Centers and retains occupancy (undisputed control NOT necessary) simultaneously for the following two consecutive months. Occupancy need only be the placement of one or more Pawns on any square in the Replacement Center, including the Star. Confederate player has occupancy even if there are Union Pawns in the same Replacement Center.

If the Confederate player occupies 2 Centers in March, Union player must eliminate or force off all RED Pawns from one of the 2 Centers by the May Turn.

Important Rule Changes, card C, supersedes the How to Win wording above: the Confederate player wins if he (1) avoids the Union condition of victory, or (2) captures any TWO Union replacement centers and retains occupancy (undisputed control NOT necessary) simultaneously for the following two consecutive months. The remainder of the printed text on occupancy is kept as printed.

A back 2
A back 2
A back 2
D back 2
D back 2
5A ElimA ElimA ElimExchangeExchangeD back 2
6A ElimA ElimA ElimA ElimD ElimD Elim