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Free at Last

Free at Last Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • Setup
  • Turn Overview
  • The Game Board
  • Stars and Failure Markers
  • Cubes
  • Leaders
  • Protest Leaders
  • Decks and Deck Management
  • Interrupts
  • Mobilizing Red Cubes
  • Dice and the –1 Rule
  • Playing the Action Rounds
  • Protest Actions and Advance and Survive Actions
  • Completing A Projects
  • Completing Marches and Freedom Rides
  • Completing S Projects
  • Completing V Projects
  • Robert F. Williams and Malcolm X Events
  • End of Turn Phase
  • End of Game Scoring
  • Litigation
  • Variants
  • Strategy Tips
  • Reference Charts

1.0 Introduction

The game begins in February 1960 and ends in August 1965. The players take the role of 1 of 6 civil rights organizations: the Student Non-violent Coordinating Committee, (SNCC, pronounced "Snick"), the Congress of Racial Equality (CORE), the Southern Christian Leadership Conference (SCLC), the National Association for the Advancement of Colored People (NAACP), the NAACP Legal Defense and Education Fund, Inc., (LDF or "The Inc. Fund") and the liberal coalition in Congress (the LIBS). The rules in this booklet are for the 1- to 4-player game. The rule changes for the 5- and 6-player game are in a separate booklet.

1.1 How to Win. The player with the most victory points (VPs) at the end of the game is the winner.

1.2 How to Score VPs. Players earn VPs during the game mainly by eliminating (collecting) segregationist (SEG) cubes. (See Section 5 for details about how cubes are used in the game.) Each white cube collected is worth 1 VP, and each blue cube collected is worth 2 VPs. Players also earn 1 VP for every red cube that remains at the end of a Project, when successfully completed. At the end of each Turn, the players earn 5 VPs for each type of Freedom Marker, S, A, or V, they have received. At the end of the game, players score VPs based on the number of Stars they collected according to the Star Value chart, and they pay a VP penalty for each Failure Marker they have received according to the Failure Markers track. To track VPs earned, players move their organization's button that number of spaces ahead on the Impact Track.

1.3 Freedom Marker Victory Points. At the end of each Turn, players score 5 VPs for each different type of Freedom Marker they have earned. There are no VPs awarded for a second or third Freedom Marker earned of the same type. For example, at the end of Turn 2, if a player has completed 2 A Projects successfully, he would earn only 5 VPs for Freedom Markers, but if a player has completed an A Project and an S Project successfully, he would earn 10 VPs.

1.4 Star Victory Points. At the end of the game, the players earn VPs for the Stars they have equal to the scoring bonus on the Star Value chart. For example, if a player had 7 Stars he would earn 21 VPs.

1.5 Failure Marker penalties. At the end of the game, each player loses VPs equal to the number of Failure Markers he has, multiplied by the current VP penalty on the Failure Markers track. The Failure Markers track keeps track of the total Failure Markers received among all the players and sets the penalty for each individual Failure Marker. For example, if there were 6 Failure Markers among all the players, each Failure Marker would cause a -4 VP penalty, and a player with 2 Failure Markers would lose 8 VPs.

1.6 Seggie Victory. If there are 9 or more Failure Markers among the players at the end of the game the spirit of the movement has been defeated; everyone loses.

Setup

1.7 Set up. Place the game board in the center of the table.

  • Place a red, white, and blue cube on the canary yellow space of the corresponding X Value Track of the game board.
  • Place a blue cube on the Inter-racialism space of the Non-Violence Commitment Level of the SNCC and CORE organization board.
  • Place a button of each organization next to the Impact Track.
  • Set up each player's organization board on the table as follows:
    • A. Leave some space between the organization board and the game board; this space will be used during the game to place all cubes that are eliminated on the player's Project during the Turn.
    • B. Place the organization's Protest Leaders to the right of the Organization board. Place the organization's Staff Leaders and remaining buttons to the left of the organization board. (Staff Leaders are highlighted in yellow on the back of the counter.)
    • C. Place all LDF counters (Attorneys and Co-counsel) and D.O.J. Staff attorney counter near the game board.
    • D. Place one starting Star marker in the Reserve Leaders box of each player's organization board.
  • Shuffle all the Strategy cards together to make the Strategy deck. Shuffle all the Project cards together to make the Project deck. Shuffle the Legislation cards according to Section 9.9.1 to make the Legislation deck. If playing the advanced game, shuffle all the Challenge cards together to make the Challenge deck.
  • Place the red, white, and blue cubes, the Star/Failure Markers and the dice in easy reach of the players.

Turn Overview

2.0 Overview of the Phases of a Turn. There are 3 Turns in the game. The Turn Order for each phase is SNCC, CORE, SCLC, and then NAACP. Each Turn consists of the following phases:

2.1 Deal Project cards. Deal 6 Project cards face up on the board, placing the Project card in the state where the Project takes place. If a card is dealt for a state that already has a Project, place the second Project card in the Project card discard pile.

2.2 Deal Strategy cards. Deal each player 6 Strategy cards. Each player also begins each Turn with his Home Card in his hand.

2.3 Hire Staff. Players can discard a card to draw a random Staff Leader and add him to their organization. CORE can hire a Staffer for free. Place the Leaders on Staff in the Ready Leaders box of the organization board.

2.4 Plan the Turn. The players can discuss which Projects best suit their hands and what events they can play for other players. Although the game is competitive, it is important that the players work together in order to defeat segregation. Leaders, Stars, Freedom Markers, Failure Markers, VPs and Strategy cards cannot be exchanged. Exception: the players can give Fundraiser cards to other players. (See Section 9.5 for more about Fundraisers.)

2.5 Select Projects. In Turn order, each player selects a Project that he will work on this Turn. The unselected Projects are removed from the board and are placed in the Project card discard pile.

2.6 Prepare the Project. The player places the Project card he selected on his organization board. He places a button of his organization in the state as a reminder that it is his Project. He places the SEG blue and white cubes listed on the Project card in the state. (Ignore the stages on the Project card. Place all the SEG cubes listed on the Project card in the state.) He plays cards from his hand to mobilize red cubes as protesters, voters, or students to participate in the Project; he mobilizes 3 cubes per card played. He places these red cubes in the state. (See Section 11.0 about how to mobilize red cubes.)

2.7 Deal Challenge cards. [Do this in the advanced game only] In the advanced game, deal each player 4 cards from the Challenge deck. If it is a Project Challenge that matches the player's type of Project, or if it is an ANY Challenge, he implements the Challenge on his Project. If the Challenge stays in effect during the Turn, he leaves it in his play area as a reminder to implement the Challenge when the circumstance arises. If the Project Challenge affects a different type of Project from the one the player selected, he adds a white cube to his Project instead, or he gives it to a player with that type of Project. That player has to implement the Challenge on his own Project. If it is an ALL Challenge card, which is a challenge that affects all players or the Civil Rights Movement as a whole, he places it face up next to the top of the game board. These challenges are implemented last.

2.8 Deal Legislation cards. [Skip this phase in the 6-player game.] Turns 1 and 2, deal 3 cards from the Legislation deck. These are the new Civil Rights Laws that have gone into effect this Turn. Leave them on the top of the board in 3 stacks, 1 for School Desegregation Laws, 1 for Voter Registration Laws, and 1 for Public Accommodations Laws. Some Legislation cards have a one-time effect, and other cards remain in effect for the rest of the game. Draw 7 more Legislation cards and add them to the Legislation discard pile. The discard pile are provisions that are considered held up in committee. These provisions can be passed into law by the play of certain Strategy cards for the event. Turn 3, select 3 of the 6 possible provisions of the 1964 Civil Rights Act and 2 of the 3 possible provisions of the 1965 Voting Rights Act to pass into Law. The remaining cards are placed in the discard pile.

2.9 Play Action Rounds until all Projects are complete. In Turn order the players play cards from their hand for their rank and color or for their event. Beginning Action Round 2, the player that has the most cards can interrupt the normal Turn order to take a pre-emptive Action Round. (See Section 10.0 for more information about Interrupts.) When all projects are completed, the Turn is over. (The steps to complete each type of Project during the Action Rounds are explained in Sections 15 through 19.)

2.10 Perform End of Turn Phase. Players score 5 VPs for each type of Freedom Marker they have earned in the game so far. If any players discarded cards to appeal criminal cases to the U.S. Supreme Court, that is resolved. (See Section 22.15 for criminal appellate Litigation.) Then players check for demoralization of cubes. If any player has 9 or more white cubes or red cubes, or 5 or more blue cubes, in his eliminated cubes area, he has demoralized those cubes, and the cube setting the value of X for that color die is moved 1 space left. Players receive a Star if they have demoralized white cubes or blue cubes. Players receive a Failure Marker if they have demoralized red cubes. Only adjust the value of X 1 space regardless of how many players demoralized a cube.

The Game Board

3.0 The Game Board. This section explains how to use all the parts of the game board.

3.1 States. The map consists of ten Southern states that practiced segregation of the races in 1960. There are three groups of states. Arkansas, Tennessee, Virginia, and North Carolina are darker beige. These are the red states. South Carolina, Georgia, and Florida are a lighter shade of beige. These are the white states. Alabama, Mississippi, and Louisiana have a charcoal hue. These are the blue states. This is important for card play during Project selection in A Projects. The state has the location names of the Projects from the Project card deck.

3.2 Influence Track. The Influence Track is used to keep track of which Freedom Markers each player has earned so far in the game. When a player successfully completes a Project, he earns a Freedom Marker. He moves his button from the state to the Influence Track. If he succeeds in an S Project, he earns an S Freedom Marker and places his button on the red cube in the position corresponding to his place in Turn Order (1 for SNCC, 2 for CORE, 3 for SCLC and 4 for NAACP). If he succeeds in a V Project, he places his button on the blue cube. If he succeeds in an A Project, he places his button on the white cube. At the end of each Turn, players score 5 VPs for each type of Freedom Marker they have earned. A second Freedom Marker of the same type is not marked on the board and does not score VPs.

3.3 Star Value Chart. The Star Value Chart is a reference to see how many points the player will score at the end of the game for the Stars he has collected.

3.4 Failure Markers track. The Failure Markers track is used to keep track of how many Failure Markers have been received among all the players. At the end of the game, players lose VPs for each failure marker on their organization board. The Failure Marker track determines the VP penalty per Failure Marker. For example, if there are 7 Failure Markers among all the players, the penalty per Failure Marker is -4 VPs. If there are 8 Failure Markers among all the players, the penalty would be -8 per Failure Marker.

3.5 Impact Track. The victory points the players have earned are marked on the Impact Track.

3.6 X Value Tracks and Striking Out. The red and blue dice have 2 sides with an X. The white die has an X and a K. A K result is equivalent to an X result for all purposes, except it triggers an attack by the Ku Klux Klan. (See Sections 15.12, 17.12, and 18.2.5 for details about Klan attacks during Projects.) When a player rolls an X on one of the dice (or K on the white die), he checks the current value of X on the X value Track for that die, and that is what he has rolled. Before implementing the roll, however, he must make a subsequent die roll. If he rolls another X, those cubes have Struck Out. If cubes strike out, they score no hits. No hits for the cubes and no hits from the die roll. If he rolls anything other than X in the subsequent die roll, the first X result stands. Note: Before the first roll, a player can spend a Star to cancel the required subsequent die roll if he rolls an X on the red die. The original X result stands. Note also: Certain Legislation cards permit the player to re-roll an X result once per Project.

3.6.1 Adjusting the value of X on the X Value tracks. There are several ways that the value of X on the dice can change. The symbol of a tumbling die and an arrow up or arrow down means that, if that circumstance applies, the cube is moved on the corresponding die track. Move the cube left 1 space on the track for a downward arrow and right 1 space on the track for an upward arrow.

3.6.2 Local Figure activation that changes the value of X on the dice. If a Local Figure has been activated in a Project by the size of the player's set (the number of cards played to mobilize red cubes on his Project), then move the cube on the X Value Track during Project Selection immediately after the player has played his cards to mobilize red cubes. If a Local Figure is activated during the Action Rounds by the card played, adjust the X-value before the dice are rolled.

3.6.2.1 Reward or Penalty for Local Figure Activation by the card played that affects the value of X on the dice. In the Action Rounds, if the player has activated a Civil Rights Local Figure that changes the value of X on a die by the card he has played, the player receives a Star. If the player has activated a SEG Local Figure by the card he has played, the player receives a Failure Marker. There is no reward or penalty for Local Figure activation during Project Selection by the size of the player's set.

3.6.3 Challenge Cards. There are Challenge cards that move the cube that sets the value of X on the white or blue die to the right, or the value of X on the red die to the left.

3.6.4 Strategy Cards. There are several Strategy cards that cause the cubes setting the value of X on the red, white, or blue die to move right or left when played for the event.

3.6.5 Demoralization of cubes. At the end of each Turn, the value of X on the dice can change during the Demoralization of cubes step of the End of Turn Phase. (See Section 20.3 for more about demoralization of cubes).

3.6.6 Legislation Cards. Certain Legislation cards affect the value of X on one of the dice. They are one-time effect Legislation cards. They are implemented and removed from the game.

3.7 March on Washington Display. Use this space to place the card or cards the players play in the Action Rounds. After the Action Round is over place them in the Strategy card discard pile or remove them from the deck if they are Starred events and played for the event.

3.8 Organization boards. Each player has an organization board. The player places his Project card in the rectangle on the organization board. He stores his Star markers in the Reserve Leaders box and Failure Markers on the Tired Leaders box. (These boxes are no longer used to store the Leader Counters. The available Staff Leaders are kept to the left of the organization board. The available Project Leaders are kept to the right of the organization board. The Project Leaders that are no longer available because they have led a Project or were assassinated in an earlier Turn are removed from the game. Staff Leaders that have been hired and are currently on Staff are kept in the Ready Leaders box.)

3.8.1 Organizational Special Abilities. The organization board also states his organization's special ability. SNCC can assign 2 leaders to A and V projects. CORE can draw a Staffer for free without discarding a card. SCLC can cancel a Challenge card by spending only 1 star. NAACP can discard up to 3 cards and draw replacement cards before selecting a Project.

3.8.1.1 SNCC Leaders do not roll separately. If there are 2 SNCC leaders on a Project, do not roll separately for each Protest Leader. If one of the SNCC Leaders assigned has the special ability to roll twice and choose the better result, that special ability can be used to roll twice.

3.8.2 Non-Violence Commitment Level. SNCC and CORE keep track of their commitment to non-violence at the bottom of their organization board. Both SNCC and CORE begin the game with a philosophy of Inter-racialism. If they use a By Any Means Necessary Strategy card for the event, they reduce their commitment to non-violence. If they move to belief in Black Leadership, they immediately add 1 red cube to their current Project and mobilize 1 additional red cube in future Projects. If they move to Black Power, they immediately add 2 red cubes to their current Project and mobilize 2 additional red cubes in all future Projects. However, all Staff Leaders leave the organization. If they move to Black Separatism, they immediately add 2 blue cubes to their current Project and add 2 blue cubes to all future Projects. All Project Leaders leave the organization. (See Section 9.8 for more information about By Any Means Necessary Strategy cards.)

Stars and Failure Markers

4.0 Stars. When a player receives a Star, he places it on his organization board in the Reserve Leaders space. Players earn Stars in the following ways:

  • A. Playing a Strategy card for the event with a Star in the title. The Strategy card is permanently removed from the deck.
  • B. Playing a card for the event that awards a Star.
  • C. Giving a fundraiser Strategy card to another player. If a player gives a 3 or 4 rank fundraiser card (New Yorkers, Ruby Dee and Ossie Davis, Direct Mail, or Bayard Rustin), he receives a second Star in addition to the one that is shown on the Strategy card.
  • D. Demoralizing white or blue cubes during the End of Turn Phase.
  • E. Successfully completing a Freedom Ride or Marches Project. The player earns 2 Stars in addition to the A Freedom Marker.
  • F. Activating a Local Figure in the Action Rounds by the card played whose special ability is to increase the value of X on the red die or decrease the value of X on the white or blue die.
  • G. Playing an event card to pass Legislation. Choose a Legislation card in the discard pile and move it to the appropriate pile of Legislation cards (affecting S, A or V Projects) on the top of the board.

4.1 Spending Stars. Players can interrupt the game at any time to spend Stars for the following special actions:

  • A. Draw a Strategy card. A player can draw as many cards as he can afford to spend in Stars.
  • B. Remove an overkill marker. A player can remove as many overkill markers as he can afford to spend in Stars. (See Section 15.6 for an explanation of overkill markers.)
  • C. Cancel a Challenge card. This costs 2 Stars. Players can agree to spend 1 Star each to cancel a Challenge card. It goes to the discard pile. SCLC's organizational special ability is to cancel a Challenge card in its own Project with 1 Star.
  • D. Cancel the subsequent die roll for an X result on the red die to avoid the possibility of a Strike Out. The original X result stands. The player must spend the Star before the first roll of the red die. This roll can be for cubes, a Protest Leader, or for an LDF attorney in Litigation.

4.2 Receiving Failure Markers. When a player receives a Failure Marker he puts it on his organization board in the Tired Leaders space. Failure Markers are received in the following ways:

  • A. Failing to complete a Project successfully.
  • B. Failing a Challenge that gives a Failure Marker.
  • C. Activating a SEG Local Figure by the card played whose special ability is to reduce the value of X on the red die or increase the value of X on the white or blue die.
  • D. Demoralizing red cubes during the End of Turn Phase.

4.2.1 Tracking Failure Markers in the game. Use the Failure Markers track to keep track of how many Failure Markers have been received among all the players. If there are 9 or more Failure Markers among all the players at the end of the game, the players all lose.

Cubes

5.0 Cubes. The people in the game are represented by cubes.

5.1 Red cubes. The individuals of the Civil Rights Movement, Black and white, are represented by red cubes. In A Projects, the red cubes are called protesters. They are trying to integrate whites-only lunch counters, public libraries, pools, or beaches through direct action protests. In V Projects they are voters attempting to register to vote. In S Projects they are students attempting to attend previously white grade schools, high schools, or colleges.

5.1.1 Red cubes scoring hits. Red cubes score 1 hit per every 3 cubes, plus the roll of the red die. When calculating hits for cubes, ignore remainders. For example, 1 or 2 red cubes would score 0 hits, plus the roll of the red die. 3, 4, or 5 red cubes would score 1 hit, plus the roll of the red die.

5.2 Blue cubes. The Segregationist is represented by blue cubes and white cubes. Blue cubes represent governmental authorities responsible for maintaining the system of segregation. In A Projects they are the local police, mayor or city council, and sometimes the fire department, in V Projects they are the county sheriff and his deputies, and in S Projects they are the school board or university board of trustees.

5.2.2 Blue cubes scoring hits. Blue cubes score 1 hit per cube, plus the roll of the blue die.

5.3 White cubes. White cubes represent white Southerners who support the system of segregation. In A Projects they are hooligans, often teenage white boys, on the scene of a protest, shouting at the marchers, dumping food or drinks on the sit ins protesters, or beating up the freedom riders. In V Projects they are ruffians, rural white men, some carrying shotguns, some members of the local klavern of the Ku Klux Klan, that will use intimidation tactics, sometimes including violence and murder, to prevent the voters from attending voter registration classes. In S Projects they are the mob outside the school, usually white mothers, attempting to intimidate the black students from entering the school and white students from attending the integrated school. They are also school yard bullies that will harass the Black students throughout the school year.

5.3.1 White cubes scoring hits. White cubes score 1 hit for every 3 cubes, plus the roll of the white die. When calculating hits for cubes, ignore remainders. For example, 1 or 2 white cubes would score 0 hits, plus the roll of the white die. 3, 4, or 5 white cubes would score 1 hit, plus the roll of the white die.

Leaders

6.0 Leaders. There are 2 types of leaders in the game, Staff Leaders and Protest Leaders. Staff Leader counters have the word LEADER on the reverse of the counter is highlighted in yellow. All other Leaders are Protest Leaders.

6.1 Staff. Staffers are responsible for administrative tasks such as fundraising, media availability, press releases, and travel arrangements. At the end of the Turn, a player can hold cards in his hand equal to the number of Leaders he has on staff. If he has more cards in his hand than he has Leaders on staff, he must discard the extra cards.

6.2 Staff special abilities. All staff have a special ability that can be used once per Turn when rolling the dice in a Project. This must be announced before the dice are rolled. The special ability can be used when rolling the dice for cubes or for the Protest Leader on the Project. Each staffer has an activation requirement. The activation requirement for most Staff Leaders is the color of the card played; some are the rank of the card played. One of the cards played to take the action that Turn must match the Staffer's activation requirement to use the special ability. For example, Wyatt Walker has a red circle. He is activated by playing any red card.

6.3 Hiring Staff. The player can hire staff during the Hire Staff Phase by discarding a card of any rank and any color. The player selects a staffer randomly from the organization's available pool by drawing a counter from a teacup. CORE's organizational special ability is to hire a Staffer for free. Players can only add 1 Staffer per Turn. Exception: The Staff Hired event allows a player to add a second Staff Leader in the same Turn during the Action Rounds.

6.4 Staff hires are permanent. A Staff Leader remains with his organization for the rest of the game.

6.5 One activation per Turn. A staffer can only be activated once per Turn. When a Staff special ability is used, turn over the counter to the black LEADER side to indicate he has already been used (tired). At the start of the next Turn, turn him right side up again to be available to use again in the new Turn (ready).

Exception: The Wyatt Tee Walker, Harry Belafonte, and Gloster Current events allow the player to refresh his Staff Leaders and use them a second time in the same Turn.

Protest Leaders

7.0 Protest Leaders. Protest Leaders are assigned to Projects to act as leaders of the Project. For SNCC and CORE, they are Field Secretaries. For SCLC they are Reverends. For NAACP, they are either Field Secretaries or State Conference Chairmen. They are knocking on doors, giving speeches, walking the picket line, passing out literature, and leading marches.

7.1 Assigning a Protest Leader to a Project. During Project Selection Phase, the player selects a Protest Leader from the available Leaders of his organization (any Leader in the force pool other than a Leader designated as Staff). SNCC can assign 2 Protest Leaders in A and V Projects.

7.2 Protest Leader special abilities. If a Protest Leader's special ability is to add red cubes (Some SNCC, all CORE and NAACP Field Secretaries) and the Protest Leader's requirement has been met because he has been assigned to the correct type of Project or state, those cubes are added to the Project as soon as the Leader is assigned. If an NAACP state conference chairman is assigned to any Project in his state, he collects a blue cube, which is scored immediately. (Ignore the requirement of either city or type of Project listed on the counter.) If the Protest Leader's special ability is to roll twice and choose the better roll (Some SNCC and all SCLC leaders), and the leader's condition has been satisfied either by the type of Project or the color of the card played, that applies each time the Leader rolls on the Project.

7.3 Protest Leaders are removed at the end of the Turn they lead a Project. Protest Leaders can only be used to lead one Project per game. At the end of the Turn, remove the Leader from the game. Exception: The Rising to the Occasion and Hit and Run events allow a Project Leader to participate in a second Project.

7.4 CORE Freedom Riders. Protest Leaders for CORE that have the special ability to generate 2 red cubes on Freedom Ride Projects (Hank Thomas and Genevieve Hughes) are Freedom Riders. They are placed on the Freedom Ride Project as Freedom Riders, not Protest Leaders, during Mobilization. CORE can assign James Farmer as Protest Leader of the Freedom Ride. The Freedom Riders act as 2 additional red cubes for purposes of calculating hits by red cubes but are subject to elimination by SEG cubes. When eliminated they count as 2 cubes for demoralization of cubes.

Decks and Deck Management

9.0 Decks and Deck Management. There are 3 decks in the basic game: the Project deck, the Strategy deck, and the Legislation deck. In the advanced game there is also a 4 th deck called the Challenge deck. The Challenge deck adds additional obstacles that the civil rights movement must overcome. It can be added when the players understand how to play and are ready for a greater challenge.

9.1 Project deck. The game contains a representative sampling of 55 Projects among the hundreds of different direct action protest movements, voter registration drives, and school desegregation programs across the South during the Civil Rights era. There are 3 types of Projects: S Projects to desegregate schools, A Projects to integrate public accommodations such as lunch counters, libraries, beaches, and swimming pools, and V Projects to secure the right to vote.

9.2 Information on Project cards. Each Project has a title, a photo relevant to the Project, the Local Figures that participate in the Project, and the segregationist ("SEG") units that are going to defend the system of segregation. When a Project is selected, ignore the stages on the Project card; place all the SEG cubes listed on the Project card in the state at the Start of the Project.

9.2.1 Scales of Justice. Some cards have the Scales of Justice. This is only used in the 5- and 6- player game and certain events.

9.3 Strategy deck. This is the deck that players draw cards from to take actions in the game. After a card is played it goes to the discard pile, unless it was played for the event and it has a Star in the title, in which case it is removed permanently from the deck. If a card with a Star is played for the event and it has a lasting impact, keep the card on top of the board as a reminder that the event is in effect.

9.3.1 Rank and color. Each card in the Strategy deck has a color, either red, white, or blue. Each card also has a rank of 1, 2, 3, or 4.

9.3.2 Event. Each card also has an event that can be used instead of using the card for its rank and color.

9.3.2.1 Phase Restrictions on playing cards for the Event. The following cards can be played for the event in the corresponding Phase:

  • A. Project Selection Phase: Direct Mail, Civil Rights Commission Hearings, Ruby Dee and Ossie Davis, New Project Leader, Pilgrimage of Prayer, Robert Moses, Robert Kennedy, Jail, No Bail, Dorothy Height, Voter Education Project, White House Summit, Operation Doorbell, Freedom Highways, I Am a Man, William McCulloch.
  • B: Challenge Card Phase: I Have Been to the Mountaintop, The Freedom Singers.
  • C. Legislation Phase: A Phillip Randolph, The Johnson Treatment, Dirksen Johnson Alliance, Emanuel Celler, Rayburn Packs the Rules Committee, Big Labor, Clarence Mitchell, Jr. Adam Clayton Powell.
  • D. End of Turn Phase: Wilma Rudolph.
  • E. Action Rounds: All other Strategy cards can only be played for the event during the Action Rounds.

9.3.2.2 Turn Restrictions on playing cards for the event. Dirksen-Johnson Alliance can only be played for the event Turn 1, when Johnson is senate majority leader. Special Message on Civil Rights can only be played for the event Turn 2, when Kennedy is president. The Johnson Treatment can only be played for the event Turn 3, when Johnson is president. Robert Kennedy cannot be played Turn 1, when William Rogers is attorney general.

9.3.2.3 No Restrictions to play cards for their rank and color. There are no Phase or Turn restrictions to play Strategy Cards for their rank and color instead of the event.

9.3.3 Home cards. Each player has a home card that is part of the player's hand each Turn. The home card can be any color, red, white, or blue, and any rank 1, 2, 3, or 4, that the player chooses that Turn.

9.4 Hand Management. If the player has cards in his hand and does not have sufficient staff so that he could end the Turn with that number of held cards, he must play a card. If he has no available actions, he must discard. If the player has Staff so that he can hold the cards that remain in his hand, he may pass. If he passes, he can still play a card in a subsequent Action Round. A player cannot pass if he still holds his home card in his hand.

9.5 Fundraisers. Black entertainers were influential figures in the Civil Rights Movement, lending their time and fame to raise money for the cause. Some Strategy cards are fundraisers. Players can interrupt at any time to offer a fundraiser to another player. The other player does not have to accept. If the other player accepts, he adds the fundraiser card to his hand. It can be played for its event or for its rank and color. The player that gave the fundraiser receives a Star. A player cannot give and receive a fundraiser in the same Turn.

9.6 Mandatory Event. The Burn, Baby Burn! event takes place automatically when the card is played for its rank and color. A Mandatory Event cannot be held. It must be played or discarded the Turn it is drawn.

9.7 Response cards. Some events are Response cards. The player can interrupt the action to play the card for its event when the circumstances arise.

9.8 By Any Means Necessary events. For some in the civil rights movement, non-violence became a way of life. For others, non-violence was a merely useful tactic to advance the cause of freedom. For still others, the emphasis on non-violence was an impediment to true revolutionary change. Certain events are designated By Any Means Necessary (BAMN) events, e.g., Malcolm X, Robert F Williams, The Deacons for Defense and A Bomb for a Bomb. They will affect the Non-Violence Commitment Level of SNCC or CORE if they use them for the event.

9.8.1 SNCC and CORE using BAMN events. If SNCC or CORE uses a BAMN event, they reduce their commitment to Non-violence. (See Section 3.8.2 for the consequences for SNCC and CORE of reducing the Non-Violence Commitment Level.) Note: When the Burn, Baby, Burn! Mandatory event card is played for its rank and color or discarded, the event automatically takes place, and SNCC and CORE must discard a 4-rank card or reduce their Non-Violence Commitment Level.

9.8.2 NAACP using BAMN events. NAACP, while a non-violent organization, was not founded on Gandhian principles and does not keep track of its Non-Violence Commitment Level. NAACP can use BAMN events.

9.8.3 No BAMN events for SCLC. SCLC's commitment to Non-violence is absolute. SCLC cannot use BAMN Strategy cards for the event.

9.9 Legislation deck. The Legislation deck contains laws that were passed during the Civil Rights Era, including the Civil Rights Act of 1960, the Civil Rights Act of 1964, the Voting Rights Act of 1965, the 24th Amendment, Interstate Commerce Commission regulations, and reforms to the legislative process that helped get all the other legislation passed.

9.9.1 Preparing the Legislation deck. Separate the cards that say 1965 Voting RIghts Act and place them at the bottom of the deck. Cover them with the blue card that says 1965 Voting Rights Act. Then separate the cards that say 1964 Civil Rights Act and put them on top of the Voting Rights Act. Cover them with the blue card that says 1964 Civil Rights Act. Shuffle the remaining 20 Legislation cards and place them on top of the deck to make the draw pile.

9.10 Federal Legislation cards. The Legislation cards that are titled Federal Legislation have to do with reforming legislative procedures, such as Senate Rule 22 regarding the filibuster. The Effects stated on these Legislation cards are only used in the 6-player game. If they are drawn in the 1-4 player game, adjust the X value on the blue die one space left and then remove them from the game.

9.11 Simplified procedure for adopting Legislation Turns 1 and 2. In the 1-4 player game, during the Legislation Phase, draw 3 cards and place them above the game board. These are the new civil rights laws adopted this Turn. They remain in effect for the rest of the game. Draw 7 more Legislation cards and add them to the Legislation card discard pile. Place the laws in 3 piles, 1 for School Desegregation laws, 1 for Public Accommodations laws and 1 for Voter Registration laws. These laws can be examined by the players at any time to apply to their Projects.

9.11.1 Turn 3 Legislation Phase. The player with the fewest VPs may select 3 Legislation cards from the 1964 Civil Rights Act and 2 Legislation cards from the 1965 Voting Rights Act to become law. The rest of the Legislation cards are added to the Legislation discard pile.

9.11.2 Passing Legislation by event. During the Legislation Phase, after the Legislation cards are added to the discard pile, the players can play Adam Clayton Powell, Emmanuel Celler, Clarence Mitchell, Rayburn Packs the Rules Committee, or Big Labor to choose a Legislation card from the discard pile and pass it into law. The player earns a Star, in addition to any reward stated on the Strategy card.

9.12 The Challenge deck [advanced game only]. The Challenge cards represent special obstacles that the civil rights movement will have to overcome to defeat segregation. In the Challenge card phase, deal 4 Challenge cards to each player. There are 3 categories of Challenge cards. Project Challenges affect one type of Project. They are divided among S, V, A, and M. A challenges apply to any A Project except Marches. Only M Challenges affect Marches Projects. ANY Challenges affect any type of Project, and ALL challenges affect the Civil Rights Movement as a whole.

9.12.1 Color coding of Challenge Cards. S Project Challenge cards have a red dot. A Project Challenges have a white dot. V Project challenges have a blue dot. M Project Challenges have a silver dot. ANY Project Challenges have a black dot. ALL Challenges do not have a dot on them.

9.13 S, V, A, and Marches Challenge cards affect only that particular type of Project. If the Challenge card is an S, A, V, or M challenge, it only applies to that type of Project. (A Challenge cards do not apply to Marches, which have their own set of Challenge cards.) If the player selected the matching type of Project, he must implement the challenge on his Project. Some have an immediate effect, such as adding SEG cubes or removing red cubes. Implement these challenges immediately. Removed red cubes go to the player's eliminated cubes area for demoralization of cubes. Other Challenges take effect in the action rounds. Leave them in the player's play area to be implemented when the circumstances arise.

9.13.1 Project Challenge affects a different type of Project. If the player has drawn a Project Challenge card, and he has selected a different type of Project, he must add a white cube to his Project instead. Exception: instead of adding a white cube to his own Project, the player can give the Challenge to any player that selected that type of Project. The player that receives the Challenge card must implement it.

9.13.2 ANY Challenge cards. If a player draws an ANY challenge, he must implement it on his own Project, regardless of the type of Project he selected.

9.14 ALL Challenge cards that affect all Projects or the Civil Rights Movement as a whole. If the Challenge card is an ALL challenge, place it on the top of the board to be resolved after the Project challenges have been implemented. If the ALL Challenge adjusts the value of X on one of the dice, implement it immediately and place the Challenge card in the discard pile. If the Challenge can take effect during the Action Rounds, leave it next to the board as a reminder to implement it when the circumstances arise.

9.15 Cancelling challenges. A player may cancel ALL Challenge cards by playing The Freedom Singers or I Have Been to the Mountaintop for the event. The Challenge cards are placed in the discard pile instead. At any time, players can spend 2 Stars to cancel any type of Challenge card in effect. Two players can agree to spend 1 Star each to cancel a Challenge card.

9.15.1 Canceling Marches Challenges. If the player spends Stars to cancel an M Challenge in the Action Rounds, remove the SEG cubes from the Project that were added by the Challenge. These cubes are returned to the general supply. The player does not score VPs for removing them. They do not count toward demoralization of cubes.

9.16 Remove Challenge cards at the end of the Turn. Regardless of the text on the Challenge card, at the end of the Turn all Challenge cards are removed and placed in the discard pile.

Interrupts

10.0 Interrupts. At any time, a player can interrupt the normal Turn order to take the following actions:

10.1 Offer a Fundraiser card to another player. See Section 9.5 for the restrictions on giving fundraisers.

10.2 Spend a Star. The player can spend Stars to draw a Strategy card, cancel a Challenge card, remove overkill markers on this own Project, or purchase insurance against the possibility of a strike out before rolling the red die.

10.3 Play a Response Card if the circumstances apply. The Response card states the circumstance when it is playable.

10.4 Take a Preemptive Action Round. If it is Action Round 2 or later of the Turn, the player has the most cards in his hand can announce he is interrupting to take a pre-emptive Action Round. He plays a card or cards from his hand a takes his action. He can take multiple pre-emptive Action Rounds as long as he has the most cards in his hand. After the pre-emptive Action Round is complete, play reverts to the player whose Action Round it was in Turn order.

10.4.1 Determining the ability to interrupt. The ability to take a pre-emptive Action Round is determined immediately after the completion of the previous Action Round. When a player announces a pre-emptive Action Round, players can spend Stars to draw additional cards or give fundraisers to other players, but this will not affect the ability to interrupt, only the ability to interrupt after the pre-emptive Action Round is complete. If 2 players have the most cards, no one can interrupt.

Mobilizing Red Cubes

11.0 Mobilizing red cubes on a Project. During Project Selection, the player plays cards from his hand to mobilize red cubes.

11.1 Mobilizing for S Projects. To mobilize red cubes for an S Project, the player plays a straight - cards of consecutive rank regardless of color. (1, 2, 3; 2, 3, 4, or 1, 2, 3, 4) He cannot play more than 4 cards. The color of the state where the Project is taking place does not matter. Place 3 red cubes per card played.

11.2 Mobilizing for A Projects. To mobilize red cubes in an A Project, the player plays a flush - any number of cards with same color as the state where the Project is located. (See Section 3.1 for the color of each state for mobilizing red cubes.) Place 3 red cubes per card played.

11.3 Mobilizing for V Projects. To mobilize red cubes in a V Project, the player plays a pair, three-of-a-kind, or more - any number of cards with matching rank, regardless of color. The color of the state does not matter. Place three red cubes per card played.

Dice and the –1 Rule

12.0 Dice and "The –1 rule" when rolling for cubes. If the player rolls a 4 on the blue die, or a 3 on the red or white die, and the player did not activate a Local Figure (SEG Local Figure for the blue or white die, Civil Rights Local Figure for the red die) by the card played, the die result is changed to -1. The –1 adjustment does not apply to the red cubes' roll if the player committed a Staff Leader to the die roll. For example, if the player rolled a 4 on the blue die or a 3 on the white die but did not activate a SEG Local Figure by the card played this Action Round, the result is –1. Similarly, if the player rolled a 3 on the red die and failed to activate a Civil Rights Local Figure this Action Round by the card played, or commit a Staffer this die roll, the result is changed to –1.

12.1 Leader rolls and "The -1 rule." If the player rolls a 3 on the red die for the Leader roll, and the Project Leader was not activated by the card played, and the player did not commit a Staff Leader to affect the Protest Leader die roll, the die result is changed to –1. Exception: Rev. Martin Luther King Jr. is not activated by the card played but does not suffer the -1 adjustment for his leader die roll when he is leading a Project. Note: In addition to Dr. King being immune from this rule, other SCLC Reverends will be immune to the –1 adjustment if they have been activated by the card played.

12.2 Events and "The -1 rule." A Project Leader or Local Figure that has been activated by the event is considered having been activated by the card played and does not suffer the –1 adjustment.

12.3 Litigation and "The –1 rule." The SEG attorney is not activated by the card played so a 4 result becomes a –1 on the blue die in any Litigation. The LDF attorney does not suffer the penalty under the –1 Rule if his Co-Counsel has been activated by the color of the card played. (See Section 22.8.1.1 for more details about the –1 Rule in Litigation.)

Playing the Action Rounds

13.0 Playing the Action Rounds. In Turn Order, the players play cards from their hands to take actions to successfully complete their Projects. Follow the 3 steps below and then skip to the Section that describes how to complete the type of Project the player is working on. (Section 15 for A projects, Section 16 for Marches and Freedom Rides, Section 17 for S projects, Section 18 for V Projects, or Section 19 for BAMN Projects.)

13.1 Step 1: Play a card or cards. The player places a card, or cards, face up on the March of Washington display.

13.2 Step 2: Perform SEG Reinforcements. Before he takes his action, he must first add SEG reinforcements. If he plays a blue card, he must add a blue cube to any Project. If he plays a white card, he must add a white cube to any Project. If he plays a red card, he must remove a red cube from any Project. Exception: a player cannot add a SEG cube if there are no matching cubes remaining on the Project. If there is no eligible Project to place a SEG reinforcement cube, do not perform the SEG reinforcement. Response cards and cards played to appeal in litigation do not generate a SEG reinforcement. If the player plays more than 1 card, he must perform a SEG reinforcement for each card. Red cubes removed as SEG reinforcements are placed in the Project owner's eliminated cubes area.

13.3 Step 3: Use the card for its event or rank and color. If the player is playing the card for the event, implement the event. If the player is taking an action in his Project, skip to the rules that apply to the type of Project he is working on and follow the procedures for that stage of the Project.

Protest Actions and Advance and Survive Actions

14.0 Overview of the types of actions to complete a Project. There are 2 types of Actions to complete a Project, Protest actions and Advance and Survive actions. Protest actions are attritional battles. Red cubes score hits against SEG cubes, and SEG cubes score hits against red cubes, until one side is eliminated.

14.1 Protest Actions in A Projects. The Protest Action in A Projects is red cubes versus white cubes and blue cubes simultaneously. When red cubes score hits, apply the hits to collect white cubes first. If all white cubes have been collected, apply the hits to collect blue cubes. When white and blue cubes score hits, remove red cubes.

14.2 Protest Actions in S Projects. The Protest Action in S Projects is red cubes versus blue cubes until all the blue cubes are collected or red cubes are removed. This is an effort to get the children into the school by passing the pupil placement exam. (A player can also seek an Injunction to accomplish the same task of collecting blue cubes instead of or in addition to taking the pupil placement exam.) This is stage 1 of an S Project. Then, in stage 2, the player must use the Advance and Survive process to defeat white cubes.

14.3 Overview of Advance and Survive Actions. In Advance and Survive actions red cubes must score hits to advance themselves past some obstacle or achieve some objective. The red cubes that score hits, and thereby succeed in advancing, are then attacked by the SEG cubes defending at that stage. If at least one red cube survives the SEG attack, all the SEG cubes defending at that stage are collected, and the stage is complete.

14.4 List of Advance and Survive Actions. The Advance and Survive process is used in three situations. In S Projects, once all the blue cubes are collected, meaning the school board or college board of trustees has granted the Black students admission to the school, the students must use Advance and Survive against the white cubes, meaning the Black students must make it through the mob to get into the school and make it through the school year despite being bullied. In V Projects the player must use Advance and Survive twice. First voters advance at the classes stage and survive the ruffians (white cubes), then they must advance at the courthouse stage and survive the deputies (blue cubes) and the registrar (second blue die roll).

14.5 Playing additional cards to improve results when taking an action. In each type of Project, except Marches or Freedom Rides, the player can play a pair or three of a kind (cards with matching rank regardless of color) to achieve improved results. In A Projects, this is called Picketing. In S Projects, this is called Federal Escorts. In V Projects, this is called a Vote Drive. The additional cards have to be played together with the first card, at the start of the Action Round.

14.5.1 Picketing on an A Project. The player plays an additional card or two cards, regardless of color, with a rank that matches the first card played. He adds SEG Reinforcements for each card played. Then he checks for Local Figure activation based on any of the cards played. He rolls the red and white die. He does not roll the blue die. Blue cubes do not participate in Picketing actions. He scores hits equal to the number of red cubes divided by 3 (ignore remainders), plus the roll of the red die, plus the rank of the additional cards played. Do not apply hits by red cubes or Local Figure activation to collect blue cubes. The SEG scores hits equal to the number of white cubes divided by 3 (ignore remainders) plus the white die. The player cannot strike first when Picketing.

14.5.2 Using Federal Escorts in an S Project. In stage 2 of an S project (after all defending blue cubes are collected), the player plays a card to advance. He can play a second or third card, regardless of color, with a rank matching the original card. He adds a SEG Reinforcement for each card played. He checks for Local Figure activation based on any of the cards played. He advances red cubes equal to the total number of red cubes divided by 3 (ignore remainders), plus the roll of the red die, plus the total rank of the additional cards played. White cubes still roll and attack the red cubes that have advanced.

14.5.3 Using Vote Drives in a V Project. At the Classes or Courthouse stage, the player plays a card to advance. He can play a second or third card, regardless of color, with a rank matching the original card played. He adds SEG reinforcements for each card played. He checks for Local Figure activation by any of the cards played. He advances red cubes equal to the total number of red cubes divided by 3 (ignore remainders), plus the roll of the red die, plus the total rank of the additional cards played. SEG cubes still roll and attack the red cubes that have advanced.

14.5.4 Project Leader rolls in Advance and Survive Actions. Leaders roll last and can apply hits only save red cubes by canceling hits by SEG cubes. Leaders cannot save red cubes that failed to advance.

Completing A Projects

15.0 Completing A Projects. This section refers to Sit Ins, Read Ins, Wade Ins, Dive Ins, Jail Ins, and Fillings.

15.1 Direct Action Protests in A Projects. Play any card and perform a SEG Reinforcement. Then make a Protest according to the following rules.

15.2 Local Figure activation. If any Local Figures are activated by the rank and color of the card played, apply the effect of the activated Local Figure. If the Local Figure collects SEG cubes, or removes red cubes, this is applied immediately. Place the cubes in the player's eliminated cubes area. Score the VPs for the cubes collected by activating the Local Figure before rolling the dice.

15.3 Roll the dice. Roll a die for each type of cube on the Project. The red cubes score 1 hit for every 3 red cubes (ignore remainders) plus the roll of the red die. The white cubes score 1 hit for every 3 white cubes (ignore remainders) plus the roll of the white die. The blue cubes score 1 hit for every blue cube plus the roll of the blue die. If there are no cubes remaining on the Project of that color, do not roll the die.

15.4 Assign losses. Collect white cubes equal to the total number hits scored by red cubes. If all the white cubes are collected and there are still hits by red cubes to be assigned, collect blue cubes. Remove red cubes equal to the total hits by white cubes and blue cubes. Keep the red cubes removed by white cubes separate from the red cubes removed by blue cubes.

15.5 Project Leader roll. After the hits by cubes have been assigned, roll the red die again for the Leader on the Project. The Leader scores 0 hits plus the roll of the red die. The Leader can choose to apply his hits to collect SEG cubes (white cubes first, until all have been collected) or to save red cubes by canceling hits by SEG cubes, in any combination he wishes. The Leader cancels hits against red cubes by white cubes first. If all hits by white cubes have been canceled, the player can apply Leader hits to cancel hits by blue cubes. The player moves the saved red cubes back to the Project. If the Leader's condition is satisfied, apply the Leader's Special Ability (roll twice and choose the higher result for SCLC and some SNCC Leaders).

15.6 Overkill. It is possible for SEG cubes to score more hits than there are red cubes remaining on the Project. This is called Overkill. Add an upside down organization button to the Project for each overkill hit. The Leader must apply his leader's hits to remove Overkill buttons before he can save any red cubes or eliminate any SEG cubes.

15.7 Overkill and Criminal Defense Litigation. In an Overkill situation, apportion hits removing red cubes first to blue cubes then to white cubes, so the red cubes removed by blue cubes can be defended in Criminal Defense Litigation. Overkills do not generate VPs through successfully overturning the protesters' convictions at the Supreme Court. (See Section 21.16.)

15.8 Strike First. If the player has activated a Civil Rights Local Figure with the card played, he can announce before he rolls the dice that he will attempt to Strike First. Roll the red die. If the red die is anything but an X, apply the hits by red cubes plus the red die to eliminate SEG cubes before SEG cubes get to roll. Only the surviving SEG cubes count toward the number of hits by SEG cubes. If the red die is an X, the tactic has backfired. Apply the hits scored by white cubes and blue cubes first. Only the surviving red cubes count toward the number of hits scored by red cubes. (The player must make a subsequent die roll to check if red cubes have struck out before applying the hits by surviving red cubes.) If all blue or white cubes are eliminated in a successful Strike First, those cubes score no hits; they do not roll. Likewise, if all red cubes are eliminated after a failed Strike First, ignore the X die roll on the red die. Red cubes score no hits.

15.9 Rolling the red die twice and Striking First. Some Local Figures have a Special Ability to roll the red die twice and choose the better result. Also, CORE Staff, when the card used to activate them has a rank and color that happens to match the Local Figure so they can be simultaneously activated, impart the ability to roll the red die twice, in addition to the Local Figure's Special Ability. In these cases, make both die rolls, and if either is not an X the player can choose the non-X die roll, even if it is lower than the value of X would be if red cubes did not Strike Out. Note: CORE cannot activate a Staffer with the same card as a Local Figure that has the ability to roll twice in order to roll four times.

15.10 Risks and rewards for Striking First. In Projects where there are many white cubes, the risk of failing to Strike First often outweighs the reward of reducing the number of hits by white cubes. In Projects where only blue cubes remain, the reward for Striking First is great, and may be the best way to avoid blue cubes wiping out many red cubes.

15.11 Strike Out. If the player rolls an X (or a K on the white die) on any of the dice, roll again. If he rolls an X again (or an X or K on the white die) that color cube has Struck Out. They did not score any hits. No hits for cubes and no hits for the die roll. If the player rolls anything other than X (or K) on the subsequent die roll, the X result from the first roll stands as the result. Note: the player may spend a Star before rolling the red die to cancel the subsequent die roll. The original X result on the red due stands.

15.12 Klan attack. If the white die result is a K, and the subsequent die roll is another K, white cubes have Struck Out, but the Leader on the Project has been assassinated by the Ku Klux Klan. The Leader does not roll. The player can assign a new Leader to the Project in the next Action Round.

15.13 Tally Victory Points. Count the white and blue cubes collected. The player gains one VP per white cube collected and two VPs per blue cube collected. Exception: if no red cubes remain on the Project, the player scores no VPs for hits against SEG cubes this Action Round, except for SEG cubes collected by Local Figure or LDF Attorney Special Abilities.

15.14 Put eliminated cubes in the eliminated cubes area. Move all the SEG cubes collected and red cubes removed in the Protest to the player's eliminated cubes area, except red cubes eliminated by blue cubes in A Projects. Keep them on the Project card until the Project is complete. At the end of the Turn, if the player chooses not to appeal their criminal convictions to the United States Supreme Court, or if the player loses the case at the Supreme Court, move them to the eliminated cubes area for the Demoralization of cubes check. If the player uses the Criminal Defense Litigation process and succeeds, he scores VPs equal to the total number of red cubes eliminated by blue cubes on the Project. Return the red cubes on the Project Card to the general supply. They do not count toward demoralization of red cubes.

15.15 Picketing on A Projects. The player follows the same steps as Sections 15.1 through 15.14, except at the start of the Action Round he plays a second or third card, regardless of color, with a rank matching the original card played, He scores additional hits equal to the total rank of the additional cards played. White cubes participate as in 15.3. Blue cubes do not participate. Blue cubes do not roll and do not score hits. Blue cubes are never removed through Picketing. If red cubes strike out, the player still scores hits equal to the rank of the additional cards played.

15.16 Successful A Project. If all SEG cubes have been collected and any red cubes remain on the Project, the Project is a success. The player scores a Victory Point for each red cube remaining on the Project. Return these red cubes to the general supply.

15.17 Failed A Project. If no red cubes remain at the end of the player's Action Round, the Project is a failure. He receives a Failure Marker. Do not collect any SEG cubes for the Action Round in which the last red cube was removed, except SEG cubes collected by Local Figures or LDF Attorneys. Uncollected SEG cubes go to the general supply.

15.17.1 Incomplete Project. If the player has no cards remaining in his hand and cannot or chooses not to spend a Star to draw a card, and there are SEG cubes defending on the Project, the Project is a failure. He receives a Failure Marker. All remaining cubes are returned to general supply.

15.18 Committing a Staffer to use his Special Ability. Before rolling the dice for cubes or for the Project Leader, the player can commit a Staffer that has been activated by the card played to apply his special ability to receive a +2 die roll modifier to the red die (SNCC, SCLC and NAACP Staffers), or roll twice and choose the better roll or re-roll any die (CORE Staffers). Turn the Staffer over as a reminder his Special Ability has been used. It cannot be used again this Turn. Multiple Staffers can be committed if they are activated by one of the cards played.

Completing Marches and Freedom Rides

16.0 Completing Marches and Freedom Rides. Marches and Freedom Rides are the same as other A Projects with the following rules modifications.

16.1 No Picketing in Marches or Freedom Rides. There is no Picketing allowed in Marches or Freedom Rides.

16.2 Injunction in Marches Projects. After the first Protest roll in a Marches Project, if blue cubes get any hits, in a subsequent Action Round the player can sue in Federal Court to get an Injunction to permit the march to go ahead (see Section 22.14 for how to use Litigation in Marches Projects). The Project continues after the Litigation with Protest actions until all cubes of one side are eliminated.

16.3 Star Bonus. If a player successfully completes a Freedom Ride of Marches project, in addition to the A Freedom Marker, he earns 2 Stars.

Completing S Projects

17.0 Completing S Projects. This section explains how to complete a School Desegregation Project.

17.1 The 2 Stages in an S Project. There are 2 stages to complete. First, the students must gain admission to the school (collect all the blue cubes which represent the school board or university board of trustees). Second, the students must make it through the school year by advancing and surviving against the white cubes which represent the mob of white parents outside the school and bullies inside the school.

17.2 Stage 1: Facing the school board or university board of trustees. If there are blue cubes on the Project, the player can attempt to collect the blue cubes by either seeking a federal court Injunction using the LDF Attorney for the State with Co-Counsel or attempting to pass the pupil placement exam.

17.3 Seeking an Injunction. Use the Litigation process. This can only be done once per Project. Follow the steps in Sections 22.9 to 22.13.

17.4 Passing the pupil placement exam. The students apply to enter the white school and must pass an entrance exam. Follow the Protest rules in Sections 15.1 through 15.14, except white cubes do not participate. This is red cubes versus blue cubes only. Never collect white cubes through the pupil placement exam. If all blue cubes are collected, ignore any additional hits by red cubes.

17.5 Local Figure activation. Civil Rights and SEG Local Figures can be activated by the card played to take the pupil placement exam. Apply the Local Figure's effect immediately, before rolling the dice.

17.6 Tally Victory Points. Tally the VPs earned (2 VPs for each blue cube). Then move all eliminated cubes to the player's eliminated cubes area.

17.7 Completion of Stage 1. If any blue cubes remain, the player will have to use Litigation (available only once per Project) or attempt to pass the pupil placement exam again in a later Action Round. If all blue cubes have been collected and any red cubes remain, the governing authority has admitted the Black students to the school. Stage 1 of the Project is complete.

17.8 Stage 2: Defeating the mob of white mothers outside the school and bullies inside the school. Now the red cubes must advance and survive for 1 Action Round to make it through the school year without dropping out of school.

17.9 Rolling to advance red cubes through the school year. The player plays a card and performs a SEG Reinforcement. He rolls the red die. Red cubes score 1 hit for every 3 cubes (ignore remainders) plus the roll of the red die. The number of hits is the number of red cubes that have advanced.

17.10 Using Federal Escorts to advance red cubes. The player can play a second or third card, regardless of color, with rank matching the first card played. He adds SEG Reinforcements for each card played. He advances additional red cubes equal to the total rank of the additional cards played. If red cubes Strike Out, he still advances red cubes equal to the rank of the additional cards.

17.11 The Mob attacks. The red cubes that have advanced are then attacked by white cubes, which score 1 hit for every 3 white cubes, plus the roll of the white die.

17.12 Klan attack. If the white die result is a K, and the subsequent die roll is another K, white cubes have Struck Out, but the Leader on the Project has been eliminated by the Ku Klux Klan. The Leader does not roll. The player can assign a new Leader to the Project in the next Action Round.

17.13 Local Figure activation. Civil Rights and SEG Local Figures can be activated during Stage 2 of S Projects by the card played. Apply the Local Figure's effect immediately, before rolling the dice.

17.14 Project Leader roll. After the white cubes have attacked the red cubes that have advanced, roll a die for the Leader on the Project. The Leader hits are applied to save red cubes. The Leader can only apply hits to save red cubes that were removed by white cubes, not red cubes that failed to advance. If the Leader's condition is satisfied, apply the Leader's special ability.

17.15 Tally Victory Points. Move the player's button ahead on the Impact Track the number of VPs earned (1 VP per white cube collected). Then move all eliminated cubes to the player's eliminated cubes area.

17.16 Successful S Project. At the end of the second stage, if any red cubes remain on the Project, the Project is a success. The player scores 1 victory point for each red cube remaining at the end of the Project. These red cubes are returned to general supply.

17.17 Failed S Project. If no red cubes remain at the end of the player's Action Round, the Project is a failure. He receives a Failure Marker. Do not collect any SEG cubes for the Action Round in which the last red cube was removed, except SEG cubes that were collected by Local Figures. Return any white and blue cubes remaining on the Project to the general supply.

17.17.1 Incomplete Project. If the player has no cards remaining in his hand and cannot or chooses not to spend a Star to draw a card, and there are SEG cubes defending on the Project, the Project is a failure. He receives a Failure Marker. All remaining cubes are returned to general supply.

17.18 Strike First, Strike Outs, Overkill hits. Strike First is available for the pupil placement exam. The possibility of Strike Outs and Overkill hits applies to every dice roll.

17.19 Committing a Staffer to use his Special Ability. Before rolling the dice for cubes or for the Project Leader, in either Stage 1 when taking the pupil placement exam (but not if using Litigation), or Stage 2, the player can commit a Staffer that has been activated by the card played, to apply his special ability to receive a +2 die roll modifier to the red die (SNCC, SCLC and NAACP Staffers), or roll twice and choose the better roll or re-roll any die (CORE Staffers). Turn the Staffer over as a reminder his Special Ability has been used. It cannot be used again this Turn. Multiple Staffers can be committed if they are activated by one of the cards played.

Completing V Projects

18.0 Completing V Projects. This Section explains how to complete a Voter Registration Project.

18.1 Three Stages of a V Project. There are three stages to complete a Voter Registration Project. First, the player must get the red cubes to attend voter literacy classes, where they will face attacks from ruffians (white cubes). Second, the player must get the red cubes to travel to the courthouse where the office of the County Registrar of Voters is located, where they will face intimidation by the deputies (blue cubes). Third, the red cubes must face the Registrar, who can fail them even if they passed the literacy test. Stage Three does not require playing a card. It is just an additional roll of the blue die.

18.2 Stage 1: Attending voter literacy classes. This is Advance and Survive against white cubes only. If any red cubes remain after white cubes roll, collect all white cubes.

18.2.1 Rolling to advance red cubes at the classes stage. Red cubes score 1 hit for every 3 cubes (ignore remainders), plus the roll of the red die. The number of hits is the number of red cubes that have advanced at the Classes stage.

18.2.2 Strikeouts. It is possible for red cubes or white cubes to Strike Out and get no hits. If red cubes Strike out, no cubes advance.

18.2.3 Using a Vote Drive to advance additional red cubes. The player can play a second or third card, regardless of color, that matches the rank of the first card played. This is called a Vote Drive. He adds SEG Reinforcements for each card. He advances additional red cubes equal to the total rank of the additional cards played. If red cubes strike out, he still advances red cubes equal to the rank of the additional cards.

18.2.4 Ruffians attack. After red cubes have advanced, roll for white cubes. White cubes score one hit for every three cubes plus the roll of the white die.

18.2.5 Klan attack. If the white die result is a K, and the subsequent die roll is another K, white cubes have Struck Out, but the Leader on the Project has been eliminated by the Ku Klux Klan. The Leader does not roll. If no Leader has been assigned to the Project, the Local Figure has been eliminated instead. The player can assign a new Leader to the Project in the next Action Round.

18.2.6 Leader roll. After the white cubes have attacked the red cubes that have advanced, roll the red die for the Leader on the Project. The Leader hits are applied to save red cubes. The Leader can only apply hits to save red cubes that were removed by white cubes, not red cubes that failed to advance. If the Leader's condition is satisfied, apply the Leader's Special Ability.

18.2.7 Local Figures at the classes and courthouse stage. Local Figures can be activated in either a roll to advance action or a Vote Drive. If the card activates a Local Figure that collects cubes, those cubes are collected and scored immediately, before dice are rolled.

18.2.8 Tally Victory Points. If any red cubes remain on the Project, the stage is complete. Collect all white cubes. Tally the VPs earned (1 VP for each white cube). Then move all eliminated cubes to the player's eliminated cubes area.

18.3 Stage 2: Traveling to the county courthouse. This is Advance and Survive against blue cubes only. If any red cubes remain after blue cubes roll, collect all blue cubes.

18.3.1 Rolling to advance red cubes at the courthouse stage. Red cubes score 1 hit for every 3 cubes plus the roll of the red die. The number of hits is the number of red cubes that have advanced to the courthouse.

18.3.2 Strikeouts. It is possible for red cubes or blue cubes to Strike Out. If red cubes Strike Out, no cubes advance.

18.3.3 Using a Vote Drive to advance red cubes to the courthouse. The player can play a second or third card, regardless of color, with a rank that matches the original card. This is called a Vote Drive. He adds SEG Reinforcements for each card. He advances additional red cubes equal to the total rank of the additional cards played. If red cubes strike out, he still advances red cubes equal to the rank of the additional cards.

18.3.4 Deputies attack. After red cubes have advanced, roll for blue cubes. Blue cubes score 1 hit for every cube plus the roll of the blue die.

18.3.5 Project Leader roll. After the blue cubes have attacked the red cubes that have advanced, roll the red die for the Leader on the Project. The Leader hits are applied to save red cubes. The Leader can only apply hits to save red cubes that were removed by blue cubes, not red cubes that failed to advance. If the Leader's condition is satisfied, apply the Leader's Special Ability.

18.3.6 Tally Victory Points. If any red cubes remain on the Project, the stage is complete. Collect all blue cubes. Tally the VPs earned (2 VPs for each blue cube). Then move all eliminated cubes to the player's eliminated cubes area.

18.3.7 Stage 3: Facing the registrar. After the blue cubes are collected and VPs tallied at the courthouse stage, roll the blue die for the registrar. Do not play cards. This is part of the same Action Round inside the registrar's office. In some V Projects the Registrar is also a SEG Local Figure. The Registrar is activated by the cards played this Action Round to advance at the Courthouse stage. The registrar scores 0 hits plus the roll of the blue die. For each hit by the registrar remove a red cube.

18.3.7.1 No Leader roll. The Leader cannot roll to cancel hits by the registrar. The Leader cannot take the literacy test for the red cubes. The decision to register the voter is at the whim of the registrar.

18.3.7.2 Litigation in V Projects. If the provision authorizing the attorney general to seek injunctive relief to prevent denial of the right to vote has been adopted, and the Registrar scores any hits at the Literacy Test, the player can immediately use the DOJ Staff Attorney as a Leader to cancel hits scored by the Registrar. (see Section 22.17-22.21 for Litigation in V Projects).

18.3.8 Strikeouts and Overkill hits. The possibility of Strikeouts and Overkill hits apply to every die roll in a V Project.

18.3.9 Successful V Project. If any red cubes remain after facing the Registrar, the Project is a success. The player scores VPs for the red cubes remaining at the end of the Project. These cubes are returned to general supply.

18.3.10 Failed V Project. If no red cubes remain at the end of the player's Action Round, the Project is a failure. He receives a Failure Marker. Do not collect any SEG cubes for the Action Round in which the last red cube was removed, except SEG cubes collected by Local Figures. Exception: red cubes face the deputies and the registrar in the same Action Round. If any red cubes survive the courthouse stage, all blue cubes are collected and scored before the red cubes face the registrar. VPs scored at the courthouse stage are not lost if the Registrar scores enough hits to remove the last red cube.

18.3.10.1 Incomplete Project. If the player has no cards remaining in his hand and cannot or chooses not spend a to draw a card, and there are SEG cubes defending on the Project, the Project is a failure. He receives a Failure Marker. All remaining cubes are returned to general supply.

18.4 Committing a Staffer to use his Special Ability. Before rolling the dice for cubes or for the Project Leader, the player can commit a Staffer that has been activated by the card played, to apply his special ability to receive a +2 die roll modifier to the red die (SNCC, SCLC and NAACP Staffers), or roll twice and choose the better roll or re-roll any die (CORE Staffers). Turn the Staffer over as a reminder his Special Ability has been used. It cannot be used again this Turn. Multiple Staffers can be committed if they are activated by one of the cards played.

Robert F. Williams and Malcolm X Events

19.0 Resolving Robert F. Williams and Malcolm X events. If the player plays Robert F. Williams for the event in his A project, or Malcolm X for the event in his V project, ignore the normal procedures for resolving the Project and follow the following steps.

19.1 Replace the assigned Protest Leader with the Event Leader. The person named in the event (Rob Williams or Malcolm X) replaces the organization's assigned Protest Leader. Their special ability is always activated. They get to roll twice and choose the better roll. They do not suffer the penalty under the –1 rule.

19.2 No help from Staff. The player cannot commit Staff to modify the red die roll for either cubes or the Event Leader.

19.3 Local Figures. Civil Rights Local Figures do not participate. SEG Local Figures can participate if activated by the card played.

19.4 Stage 1 Red cubes versus white cubes only. The player initiates a Protest action using the event as a yellow card. He can play a second or third 4-rank card to score additional hits. Red cubes score 1 hit for every 3 red cubes (ignore remainders) plus the roll of the red die plus the rank of the additional cards played. White cubes score 1 hit for every 3 white cubes (ignore remainders) plus the roll of the white die. The Event Leader rolls last and can assign his hits to collect additional white cubes or cancel hits by white cubes to save red cubes in any combination the player chooses. Any remaining white cubes flee the scene and are returned to general supply. The player scores 2 VPs for every white cube collected. The Stage is complete.

19.5 Stage 2. Red cubes versus blue cubes. The player plays a card and performs a SEG reinforcement. He then makes a special SEG reinforcement by adding 2 additional blue cubes to the Project. Blue cubes roll first. They score 1 hit per blue cube plus the roll of the blue die. Surviving red cubes roll second. They score 1 hit for every 3 red cubes (ignore remainders) plus the roll of the red die. The player cannot play a second card to improve the result. The Event Leader rolls last and can apply hits to collect blue cubes or save red cubes in any combination the player chooses. The player scores 3 VPs for every blue cube collected.

19.6 Successful Project. If at the end of any Action Round, all blue cubes have been collected and at least 1 red cube remains, the Project is a success. The player receives a Freedom Marker and 1 VP for every red cube remaining.

19.7 Failed Project. If at the end of any Action Round there are no red cubes remaining on the Project, the Project is a failure. The player receives a Failure Marker.

19.8 Withdrawal. After blue cubes roll, the player can announce he will withdraw. All remaining cubes are returned to general supply. He does not receive a Freedom Marker or a Failure Marker.

19.9 Criminal defense Litigation not available. The player cannot use criminal defense Litigation to defend red cubes eliminated by blue cubes.

19.10 Leader elimination. In Stage 2, an X result on the blue die eliminates the Event Leader. Roll the red die to determine the Event Leader fate. On an X the Event Leader is killed by the police. On a 1 result, the Event Leader is killed by his own followers. On a 2 result he escapes to Cuba. If he is killed the player receives a Failure Marker. If he escapes to Cuba, the player earns a Star.


End of Turn Phase

20.0 End of Turn Phase. As soon as the last Project is complete, the Turn is over.

20.1 Discard cards. Players check the number of Strategy cards in their hand and the number of Staff on their Organization board. The players must discard cards from their hand until their hand size is not greater than the number of Staffers. They cannot play cards for the event to reduce their hand size. They must discard. These discards can be used to Litigate criminal cases in the player's own A Project.

20.2 Litigation of Criminal Cases before the United States Supreme Court. If any player discarded two cards to defend red cubes eliminated by blue cubes in his own A Project, perform that Litigation Action now. (See Section 22.16 for appellate Litigation in criminal cases before the United States Supreme Court.) If the player wins by any margin, he receives VPs equal to all the red cubes eliminated by blue cubes in his Project. If it is a tie or he loses, he scores no VPs and he must add the red cubes to his eliminated cubes area.

20.3 Demoralization of cubes check. Players count the number of red, white, and blue cubes in their eliminated cubes area. If any player has collected five or more blue cubes, move the blue cube on the X Value Track one space to the left. If any player has collected nine or more white cubes, move the white cube on the X Value Track one space to the left. If any player has nine or more red cubes, move the red cube on the X Value Track one space to the left. Every player that caused demoralization of red cubes receives a Failure Marker. Every player that caused demoralization of white or blue cubes receives a Star.

20.4 End of Turn Scoring. Each player checks how many different types of Freedom Markers he has collected. If he has one Freedom Marker, he scores 5 VPs. If he has two different types, he scores 10 VPs. If he has all three Freedom Markers, he scores 15 VPs.


End of Game Scoring

21. End of Game Scoring. After the End of Turn Phase Turn 3. The game is over. Follow the scoring rules to determine the final scores.

21.1 Tallying End of Game VPs for Stars and Penalties for Failure Markers. Players score VPs for the Stars they have on their organization board according to the Star Value Track on the game board. They suffer a penalty for the Failure Markers on their Organization board equal to the number of Failure Markers they have multiplied by the current penalty amount indicated on the Failure Marker Track. The player with the most VPs is the winner. If there is a tie, both players win.


Litigation

22.0 Litigation. This section explains how to use Litigation actions in the game.

22.1 When Litigation Actions are available. All players can use the Attorneys of the NAACP Legal Defense and Education Fund Inc. (LDF) to assist them in completing S Projects and Marches type A Projects by seeking Injunctions to collect blue cubes. They can also save red cubes that were eliminated by blue cubes during any A Project by winning their criminal cases at the United States Supreme Court. They can use the Department of Justice Civil Rights Division Staff Attorney to assist them in V Projects if the applicable Legislation has been adopted. The LDF Attorneys do not participate in V Projects.

2.2 Only one Litigation Action per Project. If there are any blue cubes left after the Litigation Action, and appeal, the player cannot try another lawsuit. He must attempt to complete the Project by collecting the blue cubes some other way.

22.3 Litigation attacks or defends against blue cubes only. The player can only collect blue cubes through Litigation. He cannot collect white cubes through Litigation.

22.4 LDF affiliated Attorneys for each State. There were about 100 attorneys affiliated with the LDF across the South in the period covered by the game, but in the game, there is a single representative attorney for each State. The LDF affiliated attorneys for each State are always available to all players. They are never removed from the game.

22.5 LDF attorneys scoring hits. LDF Attorneys score 1 hit, plus the roll of the red die.

22.6 LDF Attorneys' Special Ability. All the LDF attorneys have a special ability to collect one blue cube and add one red cube whenever they are assigned to a Project. This happens before the litigation roll. The player scores 2 VPs. If the Special Ability removes the last blue die, the Litigation is a success. The Attorney has used his negotiating skills to win.

22.7 Attorney for the SEG. The Seggie attorney could be the county prosecutor, or a private attorney hired by the school board, or in some cases the state attorney general. There is no counter for the SEG attorney.

22.7.1 SEG attorney scoring hits. The SEG Attorney scores 0 hits plus the roll of the blue die. Just roll the blue die, and that is the number of hits scored.

22.8 Co-Counsel from the LDF New York office. Thurgood Marshall (A projects - criminal defense appeals), Constance Baker Motley (S Projects), and Jack Greenberg (A Projects – Marches) are the three available Co-Counsel. They bring their expertise to assist the state LDF Attorney in his case. Greenberg is not used in V Projects, only Marches-type A Projects to seek an Injunction under Section 22.14.

22.8.1 Co-counsel scoring hits. Co-Counsel does not roll separately. The Co-Counsel acts as a +1 to the roll of the LDF Attorney. If the Co-Counsel is assisting in a type of Project that is the Attorney's Special Ability and the color of the card played matches the activation color of the Co-Counsel, the Special Ability to roll the red die twice and use the higher result also applies, and the LDF attorney does not suffer the penalty under the –1 Rule.

22.8.1.1 Activation requirement for Co-Counsel by the color of the card played. Constance Baker Motley (Co-Counsel in S Projects) is activated by playing a red card. Thurgood Marshall (Co-Counsel in Criminal Cases before the U.S. Supreme Court) and Jack Greenberg (Co-Counsel in Marches-type A Projects) are activated by playing a white card.

22.9 Seeking an Injunction in S cases. If there are blue cubes defending in an S Project, the player can declare he is using his Action Round to sue in federal court for an injunction to order the Black students admitted to the school. He places the LDF Attorney for the state next to the Project. He commits co-counsel. He plays a card. He places a SEG Reinforcement in any Project. He applies the LDF Attorney Special Ability by collecting a blue cube and adding a red cube to the Project. He immediately scores 2 VPs. He rolls the red and the blue die. The LDF Attorney scores hits equal to red die +1 for his own rating +1 for co-counsel. The SEG Attorney scores hits equal to the roll of the blue die. If the Legacy of Charles Houston event is in effect, the LDF Attorney receives an additional +1. If co-counsel's special ability has been triggered, he can roll twice and choose the better result.

22.10 Results of Litigation. If the LDF Attorney scores more hits than the SEG Attorney, the LDF Attorney has won the case. Collect blue cubes equal to the difference. Never collect white cubes through Litigation. If the SEG Attorney scored more hits, the LDF Attorney has lost the case. Remove red cubes equal to the difference. If it is a tie, there is no effect.

22.11 Events playable after the Litigation dice roll. The players holding Amicus Brief or The Fifth Circuit Four can play those cards at this time.

22.12 Appeal a loss or tie. If the result is a loss or tie, the player can appeal the decision by playing a card and re-rolling both dice, with the same modifiers. If he wins the second dice roll, the decision has been reversed on appeal. Remove blue cubes equal to the difference. If the second dice roll is a loss or a tie, the result of the first dice roll stands. The appeal card play is treated as a response and does not generate a SEG Reinforcement.

22.13 Tally Victory Points. The player scores 2 VPs per blue cube collected. Then move all eliminated cubes to the player's eliminated cubes area.

22.14 Litigation in Marches-type A Projects. Litigation seeking an Injunction in Marches-type A Projects works the same as in S Projects, except the player cannot seek an Injunction to permit the March to go forward until after he has made at least one Protest action. That is, he must play a card, declare he is marching, and roll for red, white, and blue cubes and assign losses. Then, in a subsequent Action Round, a federal judge will consider the case ripe for adjudication and possibly grant an injunction against the local mayor and police chief, ordering them to permit the march to take place.

22.15 Litigation of Criminal Cases before the United States Supreme Court. If red cubes have been removed by blue cube hits in an A Project, whether it was a success or failure, at any time in the Turn the player can discard the two cards and announce he will appeal the convictions of the protesters at the United States Supreme Court. This is only for red cubes that were removed by hits by blue cubes. No SEG Reinforcements are generated by these discards. This Litigation is resolved at the end of the Turn. The LDF Attorney from the State defends the protesters with Marshall as Co-Counsel. The SEG attorney scores 0 hits plus the blue die. The LDF Attorney scores equal to the roll of the red die, +1 for his own rating, +1 for Co-Counsel, and +1 if Charles Houston is in effect. If the LDF Attorney scores more hits, he has won the case. The margin of victory does not matter. The player scores VPs equal the total number of red cubes eliminated by blue cubes during the Project. These cubes do not count toward Demoralization of red cubes. If there is a tie or loss, there is no effect. Move the red cubes to the player's eliminated cubes area for the demoralization of cubes check. There is no appeal.

22.16 Consolidation of Criminal Cases before the Supreme Court. If both players agree, two players can appeal Criminal Convictions by discarding three cards total between them. The procedure is the same. There is only one die roll to resolve both cases.

22.17 Litigation in V Projects. The player can use the D.O.J. Staff Attorney to cancel hits by the Registrar at the literacy test stage in V Projects. The LDF Attorneys do not participate in Litigation in V Projects.

22.18 D.O.J. Staff Attorney at the literacy test. This Litigation is only available if the Legislation Card has been adopted that authorizes the Attorney General to seek injunctive relief to prevent denial of the right to vote. After the registrar has rolled, roll a red die for the D.O.J. Staff Attorney. He scores hits equal to the roll of the red die +1. Any hits by the D.O.J. Staff Attorney can be applied to cancel hits by the registrar at this stage, first to cancel Overkill hits and then to save red cubes. This Litigation does not require playing a card.

22.18.1 The D.O.J. staff attorney and the –1 Rule. The D.O.J. Staff Attorney is activated by playing a blue card at the courthouse stage. If the player plays a blue card at the courthouse stage and rolls a 3 on the red die for the D.O.J. staff attorney, the result is 3. Otherwise, the result is –1.

22.19 Appeal in V cases if no red cubes are saved. If the D.O.J Staff Attorney saves no red cubes (he loses, ties, or scores hits fewer or equal to the Overkills by the registrar), the player can appeal by discarding a card and rolling again with the same modifier. The new hit total is number of canceled hits by the registrar.

22.20 Strikeouts. Either side can Strikeout in any Litigation. The player cannot attempt to Strike First.

22.21 Local Figure activation. Local figures are not activated in Litigation Actions.

22.22 Summer Projects. There is no litigation in Summer Projects.


Variants

23.0 Variants. Here are some alternative rules to try.

23.1 Solitaire. The game can be played in solitaire mode with the following modifications. During the Action Rounds, before the player plays his card, he draws the top card of the Strategy Deck draw pile. This card represents actions taken by another organization. If it is an event that could be played on the player's Project, the player may, but is not required to, implement the effects of the event. If it is a Response card that could affect the Project, the player leaves it next to the Project and can implement the event if the circumstance arises. If it is an event playable in the Staff Phase or Legislation Phase, it is implemented as if played by another player during the applicable phase. If it is a Fundraiser, the player adds it to his hand. If the event can have no effect on the Project, the player places the card in the discard pile. The card does not generate a SEG Reinforcement. Any Legislation, Challenge, or Strategy card that refers to effects in the 2-5 player game also applies in the solitaire variant.

23.1.1 Failure Markers. The other three players each have accumulated two Failure Markers. The first Failure Marker is a seven-point penalty. The second is an eight-point penalty and a third Failure Marker would be a segregationist victory.

23.2 Team Play. The game can be played two versus two in a team format. The rules remain the same. The higher point total between the two teams is the winner.

23.3 Cooperative Play. The game can be played as a cooperative game. Do not score for cubes. The players win if they secure four Freedom Markers of each type. One organization can secure multiple Freedom Markers of the same type.

23.4 Historical Scenario. The Project cards can be divided into 3 sets. The players deal Projects from 1-20 Turn 1, 21-36 Turn 2 and 37-55 Turn 3. The Projects will reflect more closely the chronology of events.

23.5 Difficulty Levels. Skilled players may want to increase the difficulty level by starting the Failure Marker Track at a higher level according to the chart below. For example, if playing the Willie Mays difficulty level, the first Failure Marker would move the Track up to the 4th space.

Difficulty Level NameStart of Failure Marker Track
Roberto Clemente1
Ernie Banks2
Willie Mays3
Henry Aaron4
Jackie Robinson5

Strategy Tips

24 Strategy Tips. Put aside a card in your hand to play during the Action Rounds to activate your Staff. The remaining cards are available for Project Selection. Select a Project where you can mobilize at least 9 cubes and have an available Protest Leader you can assign to lead the Project that will activate by the state or type of Project. Then check if among your remaining cards you will be able to activate a Local Figure. Try not to split your high pairs so you can play an additional card for improved results. This is most important in V Projects. Do not be discouraged if you have a failed Project, as the Civil Rights Movement also faced many setbacks, and the game allows for a trailing player to catch up. Fundraisers, events, SEG reinforcements and Challenges should be used to balance the game.

Reference Charts

Symbols. The rulebook's symbol key, as printed on the reference card:

  • Roll the die twice and take the higher result (red die shown with "x2").
  • Move the matching color cube one space left on the corresponding track (shown on the blue die with a down arrow).
  • Move the matching color cube one space right on the corresponding track (shown on the white die with an up arrow).
  • Red circle, blue circle, white circle: the color of card played needed to activate that Local Figure or activate the special ability of that Leader.
  • Rank and color of card needed to activate that Local Figure or activate the special ability of that Leader (rank 1 through 4, each shown with its color on the key).
  • A card-stack icon with a number: the number of cards required to play during mobilization to activate that Local Figure.

Litigation (summary card).

  • Injunctions in S projects: Play a card. Add SEG reinforcement. Add a red cube. Eliminate a blue cube. Roll red die (+1 for LDF attorney, +1 for Co-counsel (if any), +1 for Charles Houston event, if in effect) and blue die. Higher total wins. Remove blue cubes or red cubes equal to the difference. Tie or loss, can appeal: play another card and redo same procedure. Win appeal remove blue cubes equal to the difference. Tie or loss: earlier result stands.
  • Injunctions in Marches: Same as S projects, but must make one march protest action first.
  • Criminal defense in A projects: Discard 2 cards. Resolve at end of turn. Same as S projects, but there is no appeal. If modified red die total is higher, earn victory points equal to all red cubes eliminated by blue cubes.
  • V projects: D.O.J. Staff attorney acts as additional leader, only if legislation adopted. Only v. Registrar at Stage 3 Literacy Test.

Project summary (reference card).

  • S projects. Stage 1: Getting admitted to the school. Red cubes versus blue cubes. Can use protest action (pupil placement exam) to eliminate blue cubes. Can also use litigation to eliminate blue cubes. Stage 2: Making it through the year. Red cubes versus white cubes. Red cubes must advance and survive. Can roll for red cubes or use multiple cards for federal escorts. White cubes attack red cubes that advance. Leader rolls last; can cancel hits by white cubes. If any red cube survives, eliminate all white cubes. The project is a success.
  • A projects. Single Stage: Red cubes versus white cubes and blue cubes simultaneously. Can use protest action. Attritional combat. Eliminate white cubes first, then blue cubes. Can use picketing.
  • V projects. Stage 1: Getting red cubes to attend voter literacy classes. Advance and survive versus white cubes only. Leader can cancel hits by white cubes. Any red cubes survive, eliminate all white cubes. Stage 2: Getting red cubes to travel to the courthouse to attempt to register. Advance and survive versus blue cubes only. Leader can cancel hits by blue cubes. Any red cubes survive, eliminate all blue cubes. Stage 3: Facing the registrar. No card is played. Immediately after courthouse stage, roll the blue die. Eliminate that number of red cubes. Leader cannot cancel hits by the registrar. If any red cubes survive, they are registered to vote, and the project is a success.

Terms Definition (reference card).

  • We Shall Overcome Step: when red cubes roll in a protest or advance and survive action.
  • Reprisal Step: when SEG cubes roll in a protest or advance and survive action.
  • Direction Action phase: The action rounds.