RulesPal
Chat
Rulebook
The American Civil War (2001) thumbnail

The American Civil War (2001)

The American Civil War (2001) Rulebook

Table of Contents

Table of Contents

  • Basic Rules
    • Introduction
    • The Board
    • The Pieces
    • Setting Up the Game
    • The Turns
    • How to Win
    • Movement
    • Battles
    • Purchasing New Pieces
  • Standard Rules
    • The Game
    • The Pieces
    • Setting Up the Pieces
    • The Map
    • How to Win
    • Sequence of Play
    • Rail Movement
    • Land Movement
    • Amphibious Movement
    • Naval Battles
    • Political Initiatives
    • Production
    • Tactical Battles
  • Advanced Rules
    • How to Win (Additional)
    • Experience
    • Initiative
    • Capturing Artillery
    • Entrenchments
    • Destroying Railroads
    • Blockade
    • Avoiding Naval Battles
    • State's Rights
    • Reinforcements
    • Terrain (Optional)
  • Four Player Games
  • Scenarios and Notes
    • Historical Scenario
    • Balanced Scenario

Basic Rules

Introduction

The rules for The American Civil War are broken into three parts:

  • The Basic Rules: These rules are short and easy to understand. They allow anyone to pick up the game and begin playing quickly.
  • The Standard Rules: These rules build on the Basic Rules (and sometimes change them). The Standard Rules allow for more detailed play. They are more realistic, but still very playable. After having played the Basic Rules a few times, players may decide that they want to move on to the Standard Rules Set for a more challenging game.
  • The Advanced Rules: These rules build on the previous two and allow for the highest level of realism within this style of game. They make the game play a little slower and possibly longer, but are perfect for the player that wants to add realism and depth to the game. All Advanced Rules are OPTIONAL, and may be added to the Standard Rules individually or in their entirety by mutual agreement of the players before the game begins.

North and South: In the American Civil War there were two opposing sides. The North, also called the Union, the U.S.A., or Yankees, with their capital in Washington D.C., and the South, also called the Confederates, the C.S.A., or the Rebels, with their capital in Richmond.

NOTE: The Basic Rules create a game that is evenly matched. While this is not historically accurate, it allows both players an equal chance to win. If players wish to play a game that is more historically accurate, they may ignore the Setup section of the Basic Rules (below) and use the "Historical Scenario" setup in the Scenarios section at the back of the manual.

The Board

  • REGIONS: The map is divided into Regions for purposes of movement. The lines are gray for the Southern States: the area controlled by the Southern player at the beginning of the game has gray borders. The lines are blue for the Northern States: the area controlled by the Northern player at the beginning of the game has blue borders. The lines and borders are green for the "Border States". Either player may move into Border States. The other lines (red and orange) are for Canada, Mexico, and the Territories. These areas are "out of bounds" and neither player may move into them.
  • CITIES: Cities are the small circles with names and numbers next to them. Cities are a special kind of Region and are treated exactly like Regions for purposes of movement. Whenever Regions are referred to in the rules, Cities are meant as well.
  • LAKES AND OCEAN: The light blue areas are lakes, ocean, and the Gulf of Mexico. No pieces may move into these areas.
  • RAILROADS: The long tracks connecting the Cities are "Railroads". Railroads are not used in the Basic Rules.
  • RIVERS: Rivers are decorative and have no effect on movement. They do not divide Regions.

The Pieces

There are five types of pieces in the Basic version of The American Civil War. The pieces are moved around the board, fight other pieces in Battles, and occupy enemy Cities to win the game.

  • INFANTRY: Infantry are units of foot soldiers armed with rifled muskets. They are the cheapest and most common type of piece in the game. They move one Region per turn and when they fire in Battle they eliminate the enemy on an "8" or higher (rolling two dice).
  • CAVALRY: Cavalry are units of horsemen armed with carbines (small rifled muskets). They are faster, but less effective in battle than Infantry. They move two Regions per turn and when they fire in Battle they eliminate the enemy on a "9" or higher (rolling two dice).
  • ARTILLERY: Artillery are units of cannons and the men that load and fire them. They are slow and expensive, but deadly in Battle. They move one Region per turn and when they fire in Battle they eliminate the enemy on a "7" or higher (rolling two dice).
  • LEADER: Leaders command the armies, and help them fight more effectively. They can move two Regions per turn. They do not "Fire" at the enemy in battle, but can do one of two special things during a player's "Battle Turn": each Leader in a Battle can either add one piece to the total number of pieces that can Fire per Battle Turn, or attempt to "Rally" one of that player's pieces that has been eliminated in that Battle. Leaders cannot be Fired at like other pieces, but are only eliminated if they are in the Battle Line and the opponent rolls an "11" or "12" while Firing at another piece. (see "Battles" below)
  • FLAG BEARER: Flag Bearers act as markers. They can replace large groups of pieces that are in a single Region. When a Region becomes too crowded with pieces, the player may replace them with a Flag Bearer. He then places the pieces that make up that "Army" on the edge of the board (in the portrait area).

Setting Up the Game

Before the first turn, the pieces are placed on the board as follows:

THE SOUTHERN PLAYER: Gray Pieces (sets up first)

  • 1 Infantry in each Southern City (within the gray borders) (13 Cities)
  • IN ADDITION:
    • 3 Infantry, 2 Cavalry, 2 Artillery in Richmond
    • 2 Infantry, 1 Cavalry, 1 Artillery in Chattanooga
    • 2 Infantry, 1 Cavalry, 1 Artillery in Memphis
    • 5 Infantry, 2 Cavalry, 2 Artillery anywhere in the South (within the gray borders)
  • Maximum of one piece per Region or City

THE NORTHERN PLAYER: Blue Pieces (sets up second)

  • 1 Infantry in each Northern City (within the blue borders) plus St. Louis and Washington D.C. (13 Cities)
  • IN ADDITION:
    • 3 Infantry, 2 Cavalry, 2 Artillery in Washington D.C.
    • 2 Infantry, 1 Cavalry, 1 Artillery in Cincinnati
    • 2 Infantry, 1 Cavalry, 1 Artillery in St. Louis
    • 5 Infantry, 2 Cavalry, 2 Artillery anywhere in the North (within the blue borders)
  • Maximum of one piece per Region or City

The Turns

The players take turns moving their pieces and fighting any Battles that result. A player must finish moving his pieces for the turn before any Battles are fought. After both players have had three turns (moving and fighting), new pieces are purchased by both players and placed on the board (see "Purchasing New Pieces" below). This sequence is then repeated until the game ends. The sequence is:

  • Turn 1
    • Southern Player moves and fights any resulting Battles
    • Northern Player moves and fights any resulting Battles
  • Turn 2
    • Southern Player moves and fights any resulting Battles
    • Northern Player moves and fights any resulting Battles
  • Turn 3
    • Southern Player moves and fights any resulting Battles
    • Northern Player moves and fights any resulting Battles
  • Purchase New Pieces
    • Southern Player purchases new pieces and places them on the board
    • Northern Player purchases new pieces and places them on the board
  • Repeat

How to Win

A player wins the game (immediately) when he owns 8 of the opposing player's Cities at the same time. Opponent's Cities are owned when the player has at least one Army (Infantry, Cavalry, or Artillery) piece in the City. For the purposes of victory for the Northern player, Richmond counts as TWO Cities. For purposes of victory for the Southern player, Washington D.C. counts as TWO Cities. For purposes of victory St. Louis is considered a Northern City. (Example: The Southern player occupies Washington D.C., St. Louis, Chicago, Philadelphia, New York, and Indianapolis. If he captures one more Northern City, he will win the game.)

Movement

During a player's turn, he may move all, some, or none of his pieces. Each Region and City counts as one space for the purposes of movement. Infantry and Artillery pieces may move one Region per turn (i.e. they have one movement point), and Cavalry and Leaders may move two Regions per turn (they have two movement points). Whenever a piece moves into a Region that contains an opponent's piece, a Battle occurs (see "Battles" below), and that piece may not move any more that turn.

Pieces owned by opposing players may not occupy the same Region without fighting a Battle.

Battles

Whenever a player moves pieces into a Region that contains pieces that belong to his opponent, a Battle is fought.

SETTING UP THE BATTLE

Both players take all of their pieces that are in that battle, and place them in two groups: Battle Line and Reserve.

  1. Battle Line: The pieces in the Battle Line group are placed closest to the opponent's pieces and represent those troops that are lined up close to the enemy and are ready to Fire at them. There must be at least one Army piece in each player's Battle Line (not counting Leaders).
  2. Reserve: The pieces in the Reserve group are placed behind the Battle Line group and represent those troops that are a safe distance back from the fighting.

THE BATTLE SEQUENCE

The Battle is then fought out in the following sequence until one player has no pieces remaining in his Battle Line.

  1. FIRING (both players take turns, defender first)
  2. RALLYING (both players take turns, defender first)
  3. MOVING PIECES INTO OR OUT OF RESERVE (both players take turns, defender first)
  4. REPEAT

FIRING

During a player's Firing Turn he "Fires" his pieces at his opponent's pieces attempting to "Hit" them, thus eliminating them. The "Defending" player (the player whose pieces were in the Region being attacked) Fires first.

  • Only pieces in the Battle Line may "Fire".
  • Each piece may only Fire once in each player's Firing Turn.
  • A maximum of 5 pieces may Fire in each player's Firing Turn; plus one extra piece may Fire per Leader in the Battle Line. (Example: The Confederate player has two Leaders in the Battle Line, therefore he may Fire 7 of his pieces, if he has seven pieces that can Fire.)
  • All pieces in the Battle Line that can Fire, MUST Fire. (Example: If a player has four pieces in his Battle Line he MUST Fire all of them. He may not Fire fewer than four times.)

The Firing player chooses which of his pieces will Fire (one at a time) and which of his opponent's pieces he will Fire at (the "Target"). He then rolls two dice. If the total is equal to or greater than the Firing piece's "Hit" number, then the Target is eliminated. Eliminated pieces can be rallied (see "Rally" below), therefore they should be kept to the side until after the Battle. After the Battle they may be placed in the box with all other eliminated pieces.

PieceHit Number
Cavalry9
Infantry8
Artillery7

NOTE: Leaders may not be "Targeted". They are only eliminated during a Battle if they are in the Battle Line AND the opposing player rolls an "11" or "12" when Firing at another piece.

COMBINED ARMS BONUS

If a player has one of each type of piece (Infantry, Cavalry, Artillery, and Leader) in his Battle Line, he may add +1 to each roll when Firing. (Example: When firing, Infantry usually needs to roll an "8" to score a hit. If the firing player has all 4 types in his Battle Line, the Infantry needs to roll a "7".) This bonus is lost if, later in the battle, he does NOT have all 4 types in the Battle Line.

RALLYING

During a player's Rally Turn, each Leader in the Reserve Area may attempt to "Rally" a piece that has been eliminated in that Battle so far. Each Leader rolls two dice. If the total is "9" or higher, he is successful and may take one piece that has been eliminated and place it in his Reserve Area. Leaders may "Rally" Infantry, Cavalry, or Artillery pieces that have been eliminated, but may never "Rally" another Leader piece that has been eliminated.

MOVING PIECES INTO AND OUT OF RESERVE

During a player's Reserve Turn, he may move any number of pieces from the Battle Line to the Reserve and vice versa. He must always keep at least one Army piece (Leaders do not count) in the Battle Line, or he loses the Battle.

LOSING THE BATTLE

A player loses the Battle when he has no Infantry, Cavalry, or Artillery pieces in his Battle Line. When a player loses a Battle, any of his pieces that remain in the Reserve and any Leaders that remain in the Battle are eliminated.

WINNING THE BATTLE

The player who wins the Battle returns all of his surviving pieces (those remaining in his Battle Line and Reserve) to the Region in which the Battle took place.

BATTLE EXAMPLE

Setup: The Southern Player (6 Infantry, 2 Cavalry, 2 Artillery, and 2 Leaders) is being attacked by the Northern Player (8 Infantry, 3 Cavalry, 2 Artillery, 1 Leader). The Southern Player places 2 Cavalry and 1 Artillery in Reserve. The Northern Player places his 3 Cavalry in Reserve.

Firing (Turn 1): The Southern Player can Fire with all 6 Infantry pieces and 1 Artillery piece that are in the Battle Line (5 + 2 due to the 2 Leaders). The Artillery piece needs to roll a "7" or higher to hit and rolls an "8" (a hit!). The Infantry pieces need to roll an "8" or higher to hit and roll: 8, 5, 12, 4, 6, and 8 (3 hits!). Southern Player chooses to eliminate 2 Artillery and 2 Infantry. The roll of "12" also means that the Northern Player's Leader was hit and eliminated.

The Northern player has 6 Infantry pieces remaining on the Battle Line. Five of them can fire (no Leader). They need to roll an "8" or higher and roll: 7, 8, 7, 5, and 4 (only 1 hit). The Northern Player chooses to eliminate the Artillery piece.

Reserve (Turn 1): The Southern Player moves one Leader into Reserve and his remaining Artillery into the Battle Line. The Northern Player moves all of his Cavalry into the Battle Line.

Rally (Turn 1): Neither player has a Leader in their Reserve Area, so neither of them can Rally.

Firing (Turn 2): The Southern Player can Fire with 5 Infantry and 1 Artillery piece. He fires his Artillery and rolls a "6" (a miss). He then fires his 5 Infantry and rolls: 8, 3, 7, 9, and 9 (3 hits). The Southern Player chooses to eliminate 3 enemy Infantry pieces.

The Northern Player fires with 3 Infantry pieces and rolls: 7, 11, and 8 (2 hits and a Leader casualty!). He then fires with 2 Cavalry pieces and rolls: 9 and 5 (1 hit). The Northern Player chooses to eliminate 2 Infantry and 1 Artillery.

Rally (Turn 2): The Southern Player attempts to Rally one of his lost Artillery pieces. He needs a "9" or higher to successfully Rally, and rolls a "6". Not good enough.

Reserve (Turn 2): The Southern Player moves his two Cavalry and Leader from the Reserve into the Battle Line. The Northern Player leaves all of his pieces on the Battle Line.

Firing (Turn 3): The Southern Player fires his 2 Cavalry and rolls: 7 and 9 (1 hit). He then fires his 4 Infantry and rolls: 9, 2, 12, and 9 (3 hits!). He chooses to eliminate 3 Northern Infantry and 1 Cavalry. The Northern Player fires his 2 remaining Cavalry and rolls: 4 and 7 (no hits).

Rally (Turn 3): Neither player can Rally.

Reserve (Turn 3): Neither player moves any pieces.

Firing (Turn 4): The Southern Player fires his Infantry first and rolls an "11" and a "12" right away. Both of the remaining Northern Cavalry pieces are eliminated. The Battle is over, and the Southern Player has won. His remaining pieces are now returned to the Region that they were defending.

Purchasing New Pieces

After both players have taken three turns moving and fighting any resulting Battles, they take turns buying new pieces and placing them on the board. The Southern Player purchases and places his new pieces first.

PRODUCTION POINTS

The player totals his "Production Points" (PP's) by adding up all "Friendly" Cities and multiplying by 10.

NOTE: The numbers next to each city do not apply in the Basic Game. In the Basic Game all cities have a value of "10".

Friendly Cities are:

  1. Those within a player's borders (blue for the Northern player, and gray for the Southern player) that are not occupied by enemy pieces, and
  2. Those that are within the Border States (St. Louis, Louisville, and Washington D.C.) that have at least one of the player's pieces in it (not counting Leader pieces).

There are 11 Northern Cities, 13 Southern Cities, and 3 Border Cities. The Northern Player begins the game owning Washington D.C. and St. Louis (both players start with Cities worth 130 PP's).

NOTE: Washington D.C. is a Border City for purposes of Production, but it is treated as a Northern City for purposes of Winning the Game (see "How to Win" above). This is because the City on the game map actually represents Washington D.C. and Baltimore, Maryland. While Washington was the Capital of the North, Baltimore was a very populous city and filled with Southern sympathizers.

BUYING NEW PIECES

The pieces have the following costs:

PieceProduction Point Cost
Infantry10
Cavalry15
Artillery20
Leader20

Any Production Points that are not used are lost. Use 'em or lose 'em.

PLACING THE NEW PIECES

Newly purchased pieces may be placed anywhere within a player's borders (blue for the Northern player and gray for the Southern player). However, only one new piece may be placed in any one Region or City. No pieces may be placed in Regions or Cities that have enemy pieces in them. No new pieces may be placed within the other player's borders or in the Border States.

Standard Rules

The Game

The American Civil War is a game of grand strategy and tactical battles. The players take control of the war effort of the North or the South from Fort Sumter until the end of the war. Will the Union be preserved, or will the Confederacy become independent? The players' decisions will determine which will occur. The players can build armies of steady Infantry, swift Cavalry, and deadly Artillery, or spend their production training great generals and their staffs, building up their nation's Navies, or their nation's Rail Capacity. Political or Diplomatic Initiatives can also turn the tide. By Emancipating the Slaves, Enacting Conscription, Capturing the Enemy's Capital City, or Winning on the Battlefield, either side may change the direction of the war. They may also influence the great European Powers to intervene in the conflict.

The players maneuver armies across a map of the United States from 1861-1865 and parts of Canada and Mexico. Once the armies collide, tactical battles are fought: Infantry clashes, cavalry charges, artillery fires, and great generals lead charges or rally the troops. When one army's battle-line is broken, it retreats. Vigorous pursuit by the victorious army can devastate the defeated forces. The capture of enemy cities reduces the opponent's ability to produce and support his armies, and ultimately leads to total victory.

The Pieces

The pieces represent Infantry, Cavalry, and Artillery units (referred to as "Units") or great generals that inspired their troops to heroic feats. The Infantry and Cavalry units roughly represent divisions (approximately 5,000 men) and the Artillery units represent battalions (approximately 16 cannons). Union units are Blue, Confederate units are Gray, British/Canadian units are Red, and French units are Light Blue.

  • INFANTRY: The backbone of the armies in the Civil War. Infantry armed with the new rifled muskets firing minié ball ammunition were deadly at up to 500 yards. This made the tactic of "the glorious bayonet charge" bloody and wasteful. Infantry moves 1. In battle it has 1 Battle Action and may Charge or Fire.

  • CAVALRY (Brown Horses): The rifled musket and minié ball also spelled the end of the cavalry charge against formed infantry. Cavalry of the era were valuable in raiding behind enemy lines, scouting, covering the army's flanks, and pursuing a beaten enemy. Expensive to create, a commander who misuses his cavalry will become familiar with defeat. Cavalry moves 2. In battle it has 2 Battle Actions and may Charge or Fire.

  • ELITE CAVALRY (Black Horses): Certain cavalry units distinguished themselves as far superior to most others. Due to strong leadership, great horsemanship, and dash, they were able to perform feats beyond the abilities of average cavalry. Elite Cavalry moves 2. In battle it has 2 Battle Actions and may Charge or Fire. Elite Cavalry are the only units that may fire twice in one battle phase. They are also deadly in pursuit.

  • ARTILLERY: Artillery was treated as a supporting arm for the numerous infantry formations that made up the majority of the armies of the period. Able to bombard the enemy with solid shot and shell at well over one thousand yards, it was also able to blast charging enemy forces with canister at close range. An army with a significant advantage in artillery can stand off and pound its hapless opponent at long range, and devastate their ranks if they dare to advance. Artillery moves 1. In battle it has 1 Battle Action and may only Fire (though it may fire at a range of 2 battle areas).

  • LEADERS (Black Horses): Leader pieces in the game represent several things:

    1. Charismatic commanders who can inspire their troops to perform better: attacking with élan and rallying when discouraged.

Setting Up the Pieces

There are two ways to play The American Civil War: Historical and Balanced. The Historical Game is for players that want to start the war with historical deployments and explore various options within historical parameters. The Balanced Game is for players who are more interested in an even game than recreating history. The setup instructions for both Games appear in the back of this manual under the heading: "Scenarios".

The Map

The map is divided into Regions to determine production, movement, and ownership. The Regions are cities or subdivisions of states (or provinces for Canada). For the purposes of the game (movement and battle), cities are treated the same as the larger regions. Regions start out being owned by the Northern player (Blue), the Southern Player (Gray), or neither player (Green for Border States that start the war neutral, Red for Canada owned by Great Britain, and Brown for Mexico). Oceans and lakes are depicted in blue. No units may move into the oceans or lakes except for amphibious movement (see below). No pieces may move into the Indian Territory or Western "Territories" on the left edge of the board. Rivers are decorative and serve no function in the game. They do not divide Regions.

The Union player owns all blue regions and the Confederate player owns all gray regions at the beginning of the game. These regions do not need to be occupied by the owning player to remain owned and count toward production. However, in order to "own" a region that is not the player's starting color, at least one unit (Infantry, Cavalry, or Artillery; not a Leader) must remain in the region. If there are no units in a region at all, it reverts to its original owner (based on its color), even if it was occupied by an enemy unit previously.

Only the units from a single side may occupy a region at one time. If units from the enemy player move into a region with friendly units, a battle occurs (see "Tactical Battles" below). However, allied units may occupy the same region and even fight battles together. (For example, if Great Britain has "fully intervened" and is an ally of the Confederacy, its units may occupy the same region as Confederate units.)

How to Win

The South was determined to fight vigorously for its independence. The only way that the North could win the war and restore the Union was to invade the South and occupy every major city. On the other hand, the North was not directly threatened, and so was fighting for an idea: National Unity or "Union". The idea of holding the country together was a strong one, but not so strong that major losses on the battlefield could be withstood indefinitely. A long bloody stalemate or a highly successful invasion of the North by Southern or European armies would create a massive anti-war movement. One so strong that it would end the war with the country split in two.

The Union player wins if he or she simultaneously occupies every Southern (gray) and Border-State (green) city before the end of the December 1865 turn. A city is occupied when it has at least one of the player's units (Infantry, Cavalry, or Artillery) in it at the end of a monthly turn.

The Confederate player wins if he or she can prevent the Union victory condition above, or if he simultaneously occupies 6 Union cities (blue) at the end of the turn (month). For this purpose, Washington D.C. counts as 2 Northern cities. So if the Confederate player captures Washington D.C., he or she must only capture 4 other Northern cities while holding Washington in order to win the game.

Sequence of Play

Each complete turn represents one month of the war. The Confederate player moves first. After all pieces that the Confederate player wants to move have been moved, all battles are resolved (in the order that the moving player decides). The Union player then moves and all battles are resolved. The turn marker is then advanced to the next month.

After every quarter (three months) is complete (after March, June, September, and December), Naval Battles may be declared, then Political Initiatives may be performed, followed by Production of new units (see below).

The sequence is:

  • Confederate Move/ Resolve Battles
  • Union Move/ Resolve Battles
  • Move Date Marker
  • Confederate Move/ Resolve Battles
  • Union Move/ Resolve Battles
  • Move Date Marker
  • Confederate Move/ Resolve Battles
  • Union Move/ Resolve Battles
  • Move Date Marker
  • Declare Naval Battles
  • Political Initiatives
  • Production
  • Begin the Sequence Again

Rail Movement

The moving player may move units on railroads. The unit that wishes to move on a railroad must start its turn in a city connected to a railroad and the unit must not have already moved during that turn. The player may then move the unit as far as he wants along the rail lines, as long as he does not enter or cross regions or cities that are owned or occupied by the other player. (Pieces may not rail into battle.) Units may end their rail movement in any region along the path (does not have to be a city). Pieces traveling by rail may not move again in the same turn (rail movement takes their entire turn). Players may move as many pieces on railroads every turn as he or she has "Rail Stock" points (Rail Stock Points Used: Cavalry units count as "2" and Leaders count as "0", Infantry and Artillery count as "1").

The Union starts the game with 7 Rail Stock points. New Rail Stock points may be built during production and cost the Union 10 production points. The Confederacy starts the game with 4 Rail Stock points. New Rail Stock points may be built during production and cost the Confederacy 12 production points. Players should keep track of their Rail Stock points on the edge of the board where it says "Rail Stock". Infantry pieces may be used for this purpose.

Land Movement

There are four types of pieces that move. Infantry and Artillery may move one region per turn. Cavalry and Leaders may move two regions per turn. If a piece enters a Region that contains an opponent's unit, a Battle is fought (see "Tactical Battles" below), and it may not move further that turn.

Units may not move into Canada or Mexico unless war is first declared on Great Britain and France (see "Political Initiatives" below). Units may never move into the Indian Territory or the Western "Territories".

Amphibious Movement

Units may be moved from any seaport (a city adjacent to the ocean) to any other region adjacent to the ocean (or the Gulf of Mexico) instead of moving by land. The maximum number of units that may move "amphibiously" in a player's turn is equal to that player's "Naval Rating" (Cavalry units count as 2, Infantry and Artillery count as 1, and Leaders count as 0). If units land in a region occupied by enemy units, a battle is fought. The landing units fight that battle at a disadvantage: -1 for all Charge attack rolls and -1 for all Fire attack rolls for the landing player in that battle. Also, if the player who is landing amphibiously loses the battle, his army may not retreat: all of his units that were involved in that battle are eliminated.

Any time an amphibious movement is attempted, the non-moving player may attempt to "intercept" the movement by declaring a "Naval Battle" (see below). If the moving player loses the naval battle, or it is a draw, the entire movement is cancelled and all surviving units return to where they came from. If the moving player loses any Naval Rating points, he also loses an equal number of units that were being transported (his pick).

The Union player starts the game with a Naval Rating of 5. New Naval Rating points may be built during production and cost the Union 10 production points. The Confederate player starts the game with a Naval Rating of 1. New Naval Rating points may be built during production and cost the Confederacy 15 production points.

Players should keep track of their Naval Rating on the right side of the board where it says "Naval Rating".

Naval Battles

Naval Battles in The American Civil War are handled abstractly. There are no special pieces that represent the two navies. The relative strengths of the Union and Confederate navies are tracked on the board in the Naval Rating area.

Naval Battles may be declared by either player once every three months during the Naval Battles phase (after the third turn and before Political Initiatives). If neither player wants to initiate a naval battle, then the phase ends and they move on to the Political Initiatives Phase.

Naval Battles may also occur if one player is attempting an amphibious landing (see above) and the other player declares that he is attempting to intercept.

If a naval battle is declared, both players roll two dice. They then add their Naval Rating to their dice roll and compare the totals. If it is a tie, there is no result and the phase ends. If, however, one side has a larger total, the loser subtracts points from his or her Naval Rating based on the following chart:

Lose byResulting loss of Naval Rating Points
1-3lose 1 Naval Rating Point
4-6lose 2 Naval Rating Points
7 or morelose 3 Naval Rating Points

Political Initiatives

Every three turns, before production, each player may choose one "Political Initiative" from the list below. The Confederate player goes first, then the Union player.

  • Emancipation of the Slaves
  • Conscription
  • Diplomacy to Europe
  • Seek Support/ Intervention (South only)
  • Declare War on Great Britain, France, and Canada (North only)

Emancipation of the Slaves

Either player may declare "Emancipation", however only one player may do so during the game. The North may only declare Emancipation after winning a battle wherein they eliminate 8 or more Southern units, but the South may declare Emancipation during any political initiative phase without restriction.

North: If the Northern player declares Emancipation, two things happen:

  1. The Southern player immediately gets 6 new infantry units that may be placed in any region/ city controlled by the Southern player. (Max. 1 per Region)
  2. The "European Support & Intervention Rating" immediately goes to "12" (making it impossible for the South to get aid from Europe until the Rating is reduced).

South: If the Southern player declares Emancipation, four things happen:

  1. The "European Support & Intervention Rating" immediately goes to "5" unless it is already lower.
  2. Roll two dice for every State (some are more than one region) in the Confederacy that is not entirely occupied by Northern units. On an "8" or higher, that state leaves the Confederacy, forms its own government. Any Confederate units in the State must be immediately placed in the closest region that is still part of the Confederacy. The newly independent state places 1-3 units of infantry (use light blue) in each unoccupied region to protect itself. These units cannot move, but will fight any units (North or South) that move in.
  3. Confederate player rolls one die for each unit in the Confederate Army. On a "1" or a "2" that unit is disbanded/ eliminated. They simply went home.
  4. Add 12 production points to the C.S.A. total. This represents black troops that are able to be recruited into the Confederate Army.

Conscription

Either player may declare conscription once per game, at any time that they choose. If the North declares it, they add 20 production points to their total for the remainder of the game. The Northern player must then roll 2 dice for each of the following cities: Boston, New York, Chicago, and Philadelphia (if they are not occupied by Southern units). If an "8" or higher is rolled, riots break out in that city. 1-6 units of infantry/ rioters appear in the rioting city (roll one die and use Lt. Blue Infantry). They will fight any Union units that are in, or move into the city. The affected cities will not add production points to the player's total until the rioters have been eliminated. Rioters may not be moved out of the city.

If the South declares Conscription, they add 15 production points to their total for the remainder of the game. The cities that must roll for a potential riot are: Richmond, Atlanta, and New Orleans (if they are not occupied by Northern units). The affected cities will not add production points to the player's total until the rioters have been eliminated.

Diplomacy to Europe

If the Northern player chooses diplomacy, a gift in the form of lucrative trade deals worth 10 production points from the next production phase is given to the European Countries (Britain and France). The effect of this is to increase the European Intervention Rating by one.

If the Southern player chooses diplomacy, a gift in the form of cotton worth 10 production points from the next production phase is given to the European Countries (Britain and France). The effect of this is to decrease the European Intervention Rating by one.

Seek Support & Intervention (South only)

The South desperately wanted the approval and help of England and France during the Civil War. She knew that she did not have the manpower or the industrial strength of the North, and would require outside help to outfit and arm her armies if she was going to be able to meet the northern invaders on equal terms. The South hoped that British and French dislike for the U.S. (based on the Monroe Doctrine and competition in trade) combined with a need for the South's cotton would compel them to aid the South with war supplies or even join her in her struggle for freedom from the Union.

The Confederacy may seek European involvement in the war. When this option is chosen, the Southern player rolls two dice and compares the result to the "European Support & Intervention Rating". If the roll is equal to or greater than the rating, the Confederate player gets 15 extra production points during the next production phase (only if the Southern player still owns a port). If the roll is three or more higher than the Support & Intervention Rating, then Britain and France "Fully Intervene" (see "War with Europe" below).

The Support & Intervention Rating starts the game at "8" and is affected by Diplomacy (see above), Emancipation (see above), the Capture of Capitals, and the outcome of major battles (major battles are those that have at least 6 units on both sides). When the Union wins a major battle, the Support & Intervention Rating goes up a point. When the Confederacy wins a major battle, the Support & Intervention Rating goes down a point. If Richmond is captured by the Northern Player, the Rating goes up 2 points. If Washington D.C. is captured by the Southern Player, the Rating goes down 2 points.

Declare War on Britain, France, and Canada (North only)

Angered by Britain and France's support of the South, and with an eye toward adding Canada to the U.S., the North could have declared war and launched an army into the Great White North. Given the way that the war went (Britain not helping the South very much, France unwilling to get involved without Britain's help, and a long, costly war that did not free up any large armies to send north), this did not occur, but it might have.

The Northern player may choose to declare war and invade Canada. This declaration is required before any units may move into Canada or Mexico (see "War with Europe" below).

WAR WITH EUROPE

If Great Britain and France go to war with the North (either due to a declaration of war by the Union, or because of intervention due to a roll of 3 or more over the European Intervention Rating by the Southern player), the following things occur:

  • France takes over Mexico and places 4 Infantry, 2 Cavalry, and 2 Artillery units anywhere in Mexico (the Southern player can place them). During the production phases thereafter France gets 5 production points from Mexico City plus 15 from France. New French units must be built in Mexico City only. If Mexico City is captured by Northern or Revolutionary units, France is out of the war.
  • During the Union production phases thereafter, the Union player may roll one die for each region in Mexico except Mexico City. On a roll of 4, 5, or 6, 1-3 units of Mexican Revolutionaries (use red infantry) appear in that region. These units fight the French and are controlled by the Union player, but may never leave Mexico.
  • The Southern player may also place 3 units of British Infantry, 1 Cavalry, and 1 Artillery anywhere in Canada. The British get all Canadian production points plus 20 from Great Britain. Newly built British units may only be placed in any Canadian City. If all three cities in Canada are occupied simultaneously by the Northern player, the British are out of the war.
  • The Confederate Naval Rating immediately goes up 10 points.
  • The Confederate player gets 20 additional production points during every production phase as long as he or she owns at least one Southern port city.

Production

Each city represented on the board has a certain Production Point (PP) value. This represents the economic value of that city and the surrounding regions. (This includes such things as population, industrial production, and trade.)

Production Points may be used to "purchase" new units, Naval Rating points, Rail Stock Points, or to influence the European Nations.

After every quarter (three turns) (after March, June, September, and December), a Production Phase occurs. Both players total the production points in the friendly and neutral cities that they own. For the purposes of production, Washington D.C. is counted as a Neutral City (it must be occupied by an army to be owned, and can give PP's to either player). This is because the Washington D.C. city/region represents both Washington D.C. as well as Baltimore.

Points can only be counted for the friendly cities that the player owns (those that are the player's color, and are not occupied by enemy units), or the neutral cities that the player occupies with at least one unit (Infantry, Cavalry, or Artillery). Any enemy cities that are occupied are not counted toward the total, but prevent the opposing player from being able to use those points. (For example: The Northern player has one infantry unit in St. Louis, and another in Memphis. He may add the 10 PP's for St. Louis, but not those from Memphis. However, the Southern player does not get the points from Memphis either.)

Any additional points from Conscription, European Support, or Southern Emancipation (see above) are then added to or subtracted from the production point total. If the European powers have entered the war, their production point totals are kept separately, and they buy their own units.

After totaling each belligerent's production points, each player takes turns using them to build new units (see chart below for unit costs). The Confederate player builds first.

New Units may be placed in any friendly territory (territory in the player's color) that is not occupied by enemy units. A maximum of one unit may be placed in each region or city in any given Production Phase.

PRODUCTION CHART

Unit BuiltCost to North or EuropeanCost to South
Infantry98
Cavalry1511
Elite Cavalry1813
Artillery1516
Leaders1912
Rail Stock1012
Naval Rating1015

In the Civil War, each of the two combatants had strengths and weaknesses that are borne out in the production costs. The differences in unit cost for the Union and Confederate player represent the vast advantage that the North enjoyed in manpower and industrial resources, and the advantage that the South enjoyed in military leadership and cavalry expertise. The North's strong industrial base allowed them to manufacture railroads, locomotives, ships, and artillery in greater quantity and of better quality. The South's aristocratic, military, and backwoods traditions combined to give them superior cavalry and tactical leadership, especially early in the war. The North's advantages became more and more pronounced throughout the war as the blockade took effect, the South's economy wore down, inflation grew worse, and the losses on the battlefield were harder and harder to replace from the Confederacy's much smaller population.

To simulate this, the cost of all pieces, new Rail Stock, and Naval Rating points for the Southern player go up one production point at the start (the January turn) of each year. For example: A new cavalry unit that would cost the Confederate player 11 production points in 1861, would cost 15 points in 1865.

Tactical Battles

When an army moves into a region occupied by a hostile army, a tactical battle occurs. Tactical battles are fought after all pieces have been moved for that player's turn. All movement must be completed before any battles are fought, and no movement may occur after a battle is fought (except Retreats, see below). Battles may be fought in any order that the moving player decides.

The two armies are placed opposite each other, and a divider is placed between them so that the players cannot see the deployment of their opponent's pieces (the gamebox works well for this). The players then "deploy" their respective armies into "Battle Lines". When their deployments are complete, the divider is removed and the battle begins.

BATTLE AREAS

The Tactical Battlefield is divided into "Battle Areas" for purposes of movement and attacking. The layout of these Battle Areas depends on the size of the battle (see "Deployment" below). Any number of pieces may occupy a Battle Area.

A player's "Battle Line" is made up of the Battle Area(s) between his "Reserve" Area and the "Middle" Areas on the Tactical Battlefield (see diagrams below).

In a Skirmish, the "Battle Line" consists of one "Battle Area" (see diagram), and the players set up their forces in that single battle area and/or in the "Reserve Area". Units in the Reserve cannot fire, engage in Charge attacks, or be attacked in any way as long as they remain there. Units may move into or out of the reserve area like any other battle area.

NOTE: There is no Tactical Battlefield mat included in the game, as it is unnecessary. When deploying, the player groups his units in three groups to form his Battle Line (one group for a skirmish), and a fourth group behind them (if any) in Reserve. During battle, units moved into the "Middle" Area(s) are easy to see, and any retreating troops are placed behind the Reserve Area facing away from the battle. This leaves the players the flexibility to fight their battles anywhere without the need for extra space for a mat.

DEPLOYMENT

There are two sizes of tactical battles:

  • Skirmishes are small battles (when either combatant has five or fewer units, not counting leaders). Skirmishes do not affect "European Intervention".
  • Major Battles are large battles (when both armies have 6 or more units, not counting leaders).

Skirmish: Battlefield

  • Player A's Retreat Area
  • Player A's Reserve Area
  • Player A's Battle Area
  • Middle Area
  • Divider
  • Player B's Battle Area
  • Player B's Setup
  • Player B's Reserve Area
  • Player B's Retreat Area

Major Battle: Battlefield

  • Player A's Retreat Area
  • Player A's Reserve Area
  • Player A's Battle Line: Right, Center, Left
  • Middle Flank, Middle Center, Middle Flank
  • Divider
  • Player B's Battle Line: Left, Center, Right
  • Player B's Reserve Area
  • Player B's Retreat Area

In a Major Battle, the Battle Line consists of three Battle Areas (Left, Center, and Right), and the players set up their forces in all three Battle Areas and/or in the Reserve. In both cases, at least one unit must be placed in each battle area that makes up the Battle Line at the start of the battle. After both sides have set up their armies, the divider is removed and the battle may begin.

SEQUENCE OF BATTLE / BATTLE PHASES

Battles are divided into four unique "Phases". The sequence of phases in each battle turn are:

  1. Cavalry Phase: Cavalry units may Move, Charge, or Fire (each costs 1 "Battle Action" - see below). Cavalry pieces have 2 Battle Actions per Cavalry Phase. First the attacker, then the defender may act, using any, all, or none of their cavalry units.
  2. Artillery Phase: Artillery units may Move or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their artillery units.
  3. Infantry Phase: Infantry units may Move, Charge, or Fire (each costs 1 Battle Action). First the attacker, then the defender may act, using any, all, or none of their infantry units.
  4. Leader Phase: Leaders may Move or Rally (they can only Rally if in the Reserve Area). First the attacker, then the defender may act, using any, all, or none of their leader pieces.

These phases are repeated until the battle ends (see "Winning the Battle" below).

BATTLE ACTIONS

Each piece has a certain number of "Battle Actions": Infantry and Artillery have 1; Cavalry and Leaders have 2. These are essentially the number of things that a unit or Leader can do during its proper Battle Phase. During the proper Battle Phase, a player may spend a piece's Battle Action(s) to Move, Fire, Charge, or Rally (Artillery may not Charge, and only Leaders may Rally). If a piece has one battle action, it may only choose one of its available options. If a piece has two Battle Action points, it may choose any two options (or two of the same option). Cavalry may not choose to fire twice, though Elite Cavalry may.

TACTICAL MOVEMENT

If a player chooses to use a piece's Battle Action to move, he may move the piece from any Battle Area to any adjacent Battle Area with the following exceptions:

  1. When enemy units are in a Battle Area adjacent to the friendly piece to be moved, it may not move into a Battle Area that also has enemy units adjacent. (i.e. Units may not move from an area adjacent to the enemy to another area adjacent to the enemy). This is similar to "Zone of Control" rules in many traditional wargames.
  2. Units in the Retreat Area may not move until Rallied (see "Leaders" below).

ATTACKING

During their "Phase", Units may use one Battle Action to "attack" an enemy unit in a Battle Area that is adjacent. Attacks may be either "Fire" or "Charge" (see below). Artillery may "Fire" at enemy units 2 areas away if there are no units in the area between them. Attacks may only be directed at enemy units directly in front of the attacking unit (not diagonal or sideways).

For example: A Confederate Infantry unit is in the Left Flank, Middle Battle Area. It may Fire or Charge Union units directly in front of it in the Union's Right Flank area. It may not fire or charge Union units in the Union Center, or in the Center Middle (sideways).

  • FIRE ATTACK: Fire attacks consist of rolling volleys of musket fire directed at the enemy from a distance. This is a safe method in the sense that the attacker cannot lose, but it may not have any effect on the defender. When declaring a fire attack, the attacker chooses a target, rolls two dice, and then compares the total to the "Fire Chart" below. If the total is equal to or greater than the number on the chart for that type of unit and target, then a hit is scored. If a hit is scored, roll one die to determine what happens to the unit that was hit. If a 4-6 is rolled, the unit is placed in the "Retreat Area" behind the owning player's "Reserve Area" (units in the retreat area may be rallied later [see Rally below]). If a 1-3 is rolled, then the unit is destroyed and removed from play (50%). Note: Cavalry and Elite Cavalry are only destroyed on a 1 or 2 (33%).
  • CHARGE ATTACK: A charge consists of Infantry or Cavalry charging into the enemy position to engage in close combat (Artillery may not charge). Charging is more decisive than firing, but is more risky. After the moving player declares a charge attack and picks the target unit, both players roll two dice, add any modifiers (see chart below) and compare the results. If either player wins by one or two, the loser moves his unit into the "Retreat Area". If either player wins by 3 or more, then the losing unit is destroyed and removed from play.

If the defender is Cavalry being attacked by Infantry, the Cavalry unit may choose to avoid contact by retreating into Reserve before the dice are rolled. This is called "Avoiding" and gives the Cavalry units in the game the ability to "skirmish" and delay an enemy attack without becoming seriously engaged. This was an important function of cavalry during the Civil War.

Artillery units may not be charged as long as there are any Infantry or Cavalry units in the same Battle Area with it. These other units are "covering" the Artillery unit. During the war, artillery units that were left unprotected were easy prey. However, when adequately covered by nearby infantry, it was very difficult for the enemy to come to grips with an artillery unit which would just fall back a short distance while the covering force engaged the enemy.

FIRE CHART

Attacking Unit \ Defending UnitInfantryCavalryArtillery
Infantry8910
Cavalry9910
Artillery6/8*7/9*7/9*

* Artillery may fire 2 battle areas (no diagonal) as long as there are no units between them and their target. The first number in the chart above is the number to hit at a range of one, and the second is the number to hit at a range of two.

CHARGE COMBAT CHART (Modifiers for the Attacker)

Attacking Unit \ Defending UnitInfantryCavalryArtillery
Infantry+0+2*+3**
Cavalry-2+0+3**

* Defending Cavalry can withdraw to the reserve when attacked by infantry to avoid melee, if it chooses to do so.

** Artillery cannot be charged as long as there is at least one Infantry or Cavalry unit in the same Battle Area with the Artillery.

OTHER CHARGE MODIFIERS:

  • +1 for units in a Battle Area containing a leader (more than one leader in a Battle Area does not give any additional advantage).
  • Elite Cavalry gets +1 in addition to the normal modifier for Cavalry.

LEADERS

Leader pieces have two special abilities: firstly, when in a Battle Area, they add a +1 modifier to all charge combat in that Battle Area. Secondly, leaders that are in the reserve area may attempt to rally units that are in the retreat area. To attempt a rally, roll two dice for each attempt. On a roll of "7" or higher the unit is rallied, it is moved from the retreat area into the reserve area, and may be moved during its next phase. Units in the retreat area may not move out unless rallied by a leader in reserve.

Leaders may not be targeted like other units. They may be eliminated as a result of fire or charge combat that takes place in the battle area that they occupy. If the opposing player rolls an "11" or "12" for his fire roll or charge roll during any combat with a unit in the battle area that contains a leader, that leader is eliminated. A leader may also be eliminated when successfully targeted in "Pursuit" (see below).

WINNING THE BATTLE

Civil War battles usually saw both armies drawn up in long "battle lines" facing each other. The usual strategy was to break the enemy's line, attempting to flank it or to pierce it. If a battle line was broken, the enemy could pour through the gap and get behind the army, forcing the enemy to retreat rather than be overwhelmed.

The objective in each battle is to break the enemy's Battle Line (one Area in Skirmishes, and three Areas wide in Major Battles). To maintain his Battle Line, a player must keep at least one unit (Leaders do not count) in each Battle Area of his Battle Line (Left, Center, and Right in Major Battles). Middle Areas count for this as well (i.e. if a player has no units in one of his Battle Line Areas, but has a unit or units in the Middle Area in front of it, his Battle Line is still intact. (i.e. His Battle Line still has a Left Flank, a Center, and a Right Flank.) (See "Battle Line Examples").

Once a player has lost all units in one of his Battle Line Areas (Left, Center, or Right), he has lost. After a player's Battle Line is broken, all of the loser's remaining units join his units in the Retreat Area, and all are subject to "Pursuit" (see below). After Pursuit occurs, all surviving units of the losing army must retreat as follows:

  1. If they were the attacking army, the pieces move to one or more of the regions that they came from.
  2. If they were the defending army, the pieces move into any adjacent region that is not occupied by enemy units. Defeated defending armies may not retreat into a region from which attacking armies entered that battle.
  3. If an army cannot retreat, all of its pieces are eliminated.

NOTE: If neither player fires or moves a unit into the Middle Area(s) for two entire Battle Turns (twice through all Phases), the battle ends as a victory for the Defender and the Attacker must retreat (and is pursued).

NOTE: A player may voluntarily retreat at any time after the first full Battle Turn (all four phases). This is done in any phase before any of his pieces use any battle actions in that phase. He thereby loses the battle and is subject to pursuit.

Battle Line Examples

  • Player A's Battle Line / Player B's Battle Line: OK (Left, Center, Right all held)
  • Player B's Battle Line: OK (pieces in the Middle Area in front of an empty Battle Area)
  • Player B's Battle Line: Broken ("Left Flank Empty")

PURSUIT

When a battle is over, the side that won gets one last chance to inflict losses on the defeated army as it retreats. All Infantry, Cavalry, and Elite Cavalry units in the victorious army (except those in the retreat area) get to roll one die and consult the chart below. Any roll equal to or greater than the number on the chart results in the destruction of the targeted unit.

After Pursuit, all of the winner's units in the Retreat Area at the end of a battle rejoin the victorious army.

PURSUIT CHART

Attacking Unit \ Defending UnitInfantryCavalryArtilleryLeader
Infantry6-66
Cavalry5645
Elite Cavalry4534

If the defeated player has any remaining Cavalry units (or Elite Cavalry) at the end of the battle (not counting those in the retreat area), then only Cavalry and Elite Cavalry may pursue from the victorious army. In addition, the Cavalry units that are "covering" the retreat must be eliminated before any other targets may be chosen.

Battle Example

Setup: A Confederate army (9 Infantry, 2 Artillery, and 1 Cavalry) is being attacked by a Union army (11 Infantry, 2 Artillery, and 2 Cavalry). The Confederate Player chooses to spread his forces out relatively evenly, while the Union player deploys his main effort on his Right Flank.

Cavalry Phase (Turn 1): The Union player moves first (attacker), and decides to kick off his attack on his right with two Cavalry units. Each Cavalry unit uses one Battle Action to move into the Middle Area on the Right Flank. They then use their remaining Battle Action to Fire at the enemy. They both target an Infantry unit (9 or higher to hit rolling two dice). The Union player rolls a "5" and a "10" for one "hit". The Union player then rolls one die to see what happens to the unit that was hit. The result is a "5" (1, 2, 3 = elimination & 4, 5, 6 = retreat for Infantry and Artillery), and the Confederate Infantry unit is placed in the "Retreat" Area. The Confederate player decides to not move his Cavalry just yet, saving him to cover a possible retreat.

Artillery Phase (Turn 1): The Union player fires his two Artillery units at the Confederate Infantry in the Center. At a range of 2, the Artillery units need an "8" or higher to hit Infantry. The Union player rolls a "7" and an "8": one more hit. He then rolls one die and gets a "1" and the Confederate Infantry is eliminated. The Confederate player now fires his Artillery unit on his Left Flank (the Union player's Right). At close range (1 Battle Area), the Artillery needs a "7" or higher to hit Cavalry. The Rebel player rolls a "9" and hits! The Hit Result roll is a "3" which means that the Cavalry retreats (3, 4, 5, 6 = retreat for Cavalry; 1, 2 = elimination). The Confederate player now rolls for a long range shot with his Right Flank Artillery unit at the Union Infantry unit. He rolls an "11" (2 dice) followed by a "3" (1 die) resulting in a hit and a kill!

Infantry Phase (Turn 1): The Union player decides to launch his all-out attack on the Right Flank and moves all of his Infantry on that Flank into the Middle. He also decides to move his Infantry unit that was in the Reserve as well as one of the Infantry units from his Center to reinforce the Left Flank. The Confederate player fires his two Infantry units on his Left Flank at the advancing Union Infantry (8 or higher to hit), but rolls a "4" and a "7". He then moves two Infantry from his Right Flank to his Center and the two Infantry that started the phase in the Center to his threatened Left Flank to shore it up.

Leader Phase (Turn 1): Neither player has any Leader units in this battle, so this phase is skipped.

Cavalry Phase (Turn 2): The Union player decides to get his Cavalry out of harm's way and moves him back to his Right Flank Battle Area and then over to his Center. The Confederate player is still unsure of the outcome of the battle, and leaves his Cavalry in reserve.

Artillery Phase (Turn 2): The Union player fires his Artillery at long range ("8" or higher to hit Infantry) rolling a "7" and an "8" for one hit. The Hit Result roll is "6" and the Confederate Infantry retreats. The Confederate player rolls a "7" for his short range shot on his Left Flank ("6" needed to hit Infantry at a range of one). The Hit Result roll is a "2" resulting in the elimination of the Union Infantry. The long range shot from the Artillery unit on the Confederate player's Right Flank is a miss.

Infantry Phase (Turn 2): The Union Player can now attack six times on his Right Flank. He decides to Charge with all of them. Although this is risky to his troops, he has the Confederate Infantry there outnumbered so he decides to make an all-out assault. Both players roll two dice for each Charge attack (there are no modifiers for Leaders and +0 for Infantry vs. Infantry). The results are:

  • Union 8 vs. Confederate 5 = Confederate eliminated
  • Union 3 vs. Confederate 5 = Union retreat
  • Union 6 vs. Confederate 9 = Union eliminated
  • Union 9 vs. Confederate 10 = Union retreat
  • Union 11 vs. Confederate 6 = Confederate eliminated
  • Union 7 vs. Confederate 6 = Confederate retreat

The Union player also decides to put some pressure on the now weak Confederate Right Flank. He advances his three Infantry from his Left Flank into the Middle. He also backs up this attack with the Infantry from the Center. The Confederate player fires his Infantry on his Right Flank at the advancing Yankees and rolls a hit, which results in an elimination. His Left Flank Infantry fires and misses.

Leader Phase (Turn 2): Skipped.

Cavalry Phase (Turn 3): The Union player leaves his Cavalry in his Center to guard his Artillery. The Confederate player sees that his Center is weak, and decides to sacrifice his Cavalry by moving it into the Middle Center. This is a very risky move because if his Cavalry is hit, it cannot cover his retreat if he should lose the battle. Despite this, the Confederate player believes that he might be able to pull off a victory since he now has two Artillery shots coming at close range.

Artillery Phase (Turn 3): The Union player fires at the Confederate Cavalry in the Center and hits on his first attempt. The hit results in a retreat. The second Artillery unit may now target the last remaining unit covering the Confederate Center. The Union player rolls a "6": not good enough! The Confederate line holds, for now.

The Confederate player fires his Artillery on his Right and scores a hit resulting in the elimination of a Union Infantry unit. The Artillery on the Confederate Left Flank hits as well, but only manages to make the Union Infantry retreat.

Infantry Phase (Turn 3): The Union player fires twice on his Left Flank, scoring one hit on the Confederate Infantry which results in its elimination. The Infantry on the Union Right fire at the Confederate Artillery ("10" or higher to hit). The Union player rolls a "5", and then an "11": a hit! The Hit Result roll is a "1", and the Confederate Artillery is eliminated. Lastly, the Union player moves his Infantry unit from his Left Flank forward into the Middle Left. The Confederate Infantry on the Confederate Left Flank misses. Things are looking desperate for the Southern player. He considers retreating his Infantry in the Center into Reserve, and thus losing the battle before more damage can occur. However, he needs this win too much, and holds on to his long-shot chances and remains.

Leader Phase (Turn 3): Skipped.

Cavalry Phase (Turn 4): The Union player pulls out all the stops and moves his Cavalry back into the Right Middle Area. The pressure is definitely on.

Artillery Phase (Turn 4): The Union player fires his Artillery in his Center and scores a hit right away. The result is an elimination and the immediate end of the battle.

Post Script (Pursuit): During the Pursuit that follows the Yankee victory, the Union player gets to roll one die for each unit of Cavalry and Infantry that remains in the battle (but not those in the retreat area). If the Confederate player had been more conservative and kept at least one Cavalry unit out of harm's way, only the Union Cavalry would have been able to "Pursue". The Northern player targets the enemy Artillery with his Cavalry first (4 or higher on one die means elimination), rolls a "5" and chases down the struggling guns as they are being dragged off the battlefield (the Confederate Artillery is eliminated). The four remaining Union infantry may now only target the four retreating Confederate Infantry (Infantry cannot ever target Cavalry in Pursuit - a "6" on one die is required for them to eliminate the Confederate Infantry). They roll "2", "4", "4", and "6". One final Confederate Infantry is eliminated. In the disastrous encounter, the Confederates salvage only 3 Infantry and 1 Cavalry. These troops retreat to a Region adjacent to the Region in which the battle took place.

Advanced Rules

These rules are in addition to the Standard Rules. They may be used in part or in total at the discretion of the players before play begins. When playing the Advanced Rules, if there is a conflict with the Standard Rules, the Advanced Rules take precedence.

How to Win (Additional)

ELECTION: In November 1864, Abraham Lincoln was forced to run for President during a Civil War. His opponent was disgruntled former general George B. McClellen, a peace candidate whose platform included a negotiated peace with the Confederacy to end the bloody Civil War. If Lincoln loses the election, the war ends in a Confederate victory and two separate nations.

If the North does not fulfill the following conditions by the end of October 1864, the South wins its independence and the game:

  1. The Union player must occupy at least 7 Confederate cities by the end of October, 1864.
  2. The Union player must win a major battle (6 or more units on both sides) during July, August, September, or October of 1864.

Experience

During the Civil War, mass conscripted armies made up of citizen-soldiers clashed on the battlefield and learned their craft as they went. These recent civilians were of pretty poor quality at the beginning of the war, but after a couple of years, both armies were equal or better than any in the world at that time.

After every major battle, both players roll 2 dice. If the winner of the battle rolls a "7" or higher, he gets a free Leader piece. If the loser rolls a "9" or higher, he gets a free Leader piece. These new pieces are placed with the army that was just in the battle. If there were no survivors on one side, no leader is received. This represents the experience and confidence gained from actually participating in battle. Experienced armies could stay in the field longer (Rally) and attack with more effect (Charge). These traits are modeled in the game through the Leader pieces. Both the victors and the defeated learned lessons from battle. The difference in the dice roll is due to the moral superiority and confidence that comes with victory.

Initiative

One of the key benefits of aggressive cavalry scouting and great leadership (by interpreting and acting on the information gained in such scouting) was "initiative". Initiative was knowing where to move, moving first, and making the enemy react to your movements instead of the other way around. In the game initiative is determined before each major battle. Both players roll two dice. +1 is added for each unit of cavalry in a player's army (at the beginning of that battle), +2 for each elite cavalry unit, and +1 for each leader. The results are compared:

  • If one side wins by one or more, that side moves first, regardless of who the attacker was.
  • If one side wins by three or more, that side moves first and can watch the other side set up its forces before setting up its own. (No divider.)
  • If one side wins by 5 or more, then the winner has totally surprised his opponent. The player with initiative moves first, can watch his opponent set up his forces before setting up his own. In addition, all of his pieces get an extra Battle Action during the first turn (all four phases).

Capturing Artillery

Artillery that is "eliminated" due to a Charge attack or during "Pursuit" is "Captured" instead of eliminated. The enemy piece is swapped for a friendly piece which is placed in the capturing player's Reserve Area.

Entrenchments

As the war dragged on and casualties mounted, the soldiers and generals alike learned that honor and bravery did not preclude them from building defensive works to prevent needless casualties. By the end of the war, the armies had become so proficient at building breastworks and entrenchments, that the field entrenchments around Petersburg were almost identical to the trenches of World War I, almost fifty years later. The Civil War can truly be called the first modern war.

Before a battle starts, the defending army can declare that they want to attempt to build entrenchments. They roll two dice for each Battle Area (Left, Center, and Right) in which they have at least one Infantry unit (not the Middle Areas). In each Battle Area that attempts to build entrenchments, one Infantry unit is turned backward and cannot act during the next Infantry Phase (it's a little busy).

In 1861, if they roll a "10" or higher, then there are entrenchments in that area. Entrenchments give the defender the benefit of -1 on Fire attacks against them, and -1 on all Charge attacks against them. As the war goes on, entrenchments become more common and more effective. In 1862 a "9" or higher is needed; in 1863 an "8"; in 1864 a "7", and by the last year of the war in 1865 a "6" or higher will mean that entrenchments have been built in that area of the battlefield. In 1864 and 1865 the protection against fire attacks is increased to -2.

When using this rule, armies defending cities automatically have entrenchments in all three Battle Areas. Entrenchments are represented by placing Flag Bearer pieces in the Battle Area(s) that have entrenchments.

Destroying Railroads

Whenever an enemy city is captured (except for Norfolk), they lose one Rail Stock point. This represents the disruption of the rail net, the loss of rail stock, and the destruction of actual track.

Blockade

The South's Imports ("support" production points from Europe) can be blocked by the Union navy. Blockade can be declared by the Northern player during any production phase that the South will be getting production points from Europe. Roll two dice and compare it to the difference between the Union Naval Rating and the Confederate Naval Rating. If the number rolled is equal to or less than the difference, the imports are blocked, and the production points are lost.

Avoiding Naval Battles

If a naval battle is declared, the non-declaring player may attempt to avoid battle. Two dice are rolled and compared to the total number of ports owned by that player plus "4". If the roll is equal to or less than the total, the battle is avoided successfully.

State's Rights

The eleven states that succeeded from the Union in 1861 believed that the individual States that comprised the United States had ultimate authority, rather than the Federal government. Thus, when the policies of that Federal government were contrary to their interests, they felt that they had every right to depart. Some in the South equated the Union of States to a club formed by mutually consenting members. If one of the members decided that the club no longer served his interests, he could give up his membership and depart at any time. This sounded logical, and was even supported by the not too distant precedent of the American Revolution. The philosophers who made the analogy and pointed to the Revolution should have looked more closely at their example. If they had, they would have noticed that England, like the Federal government in Washington D.C., was not prepared to lose members without a fight; and that the colonies, who formed a somewhat loose confederacy, could not put together a coherent war effort.

The Confederacy that the "members" formed in 1861 was comprised of fiercely independent States. Often, the central government in Richmond could only request and cajole the self-interested States to comply with its requests. This led to a somewhat disjointed war effort. Sometimes the States would refuse to let the troops that they raised leave the State, especially when threatened by Yankee armies.

When using this rule, each Southern State must have at least one unit within its borders at all times, and at least two if any region within the State is occupied by a Northern unit. The Confederate player must place newly purchased pieces in any State that is in violation of this rule as soon as possible.

Reinforcements

Whenever an attacker moves units into a battle from more than one region, he must pick which army (group of units) is the main army. The main army starts the battle, and all others must roll one die to see when they arrive. All newly arriving units that are not present at the start of the battle appear in the Reserve Area when they arrive and may move normally on the next turn.

RollTurn of Arrival
1After the 3rd Turn
2After the 2nd Turn
3After the 1st Turn
4-6Start of the Battle

Terrain (Optional)

Players who want to add another layer of realism can add terrain to their battles. These must be mocked up, as there are no terrain pieces included in the game. This is fairly easy to do and can be anything from cardboard or coins, all the way up to miniature trees and rocks available at hobby stores.

Terrain may only be used in major battles (6 or more units on both sides). At the beginning of a major battle, before deploying the armies, each player rolls to see how many special terrain features his side of the battle has by rolling two dice and consulting the chart below. Once he determines how many, he rolls to see what kind they are and then places them while setting up his forces. The player may place these special terrain markers in any of his three Battle Areas (left, center, or right), but only one per Area. This represents an army picking the best ground in the area to fight from.

SPECIAL TERRAIN CHARTS

Number of special terrain, by roll:

RollNumber of Special Terrain
2-5No Special Terrain
6-81 Special Terrain
9-112 Special Terrain
123 Special Terrain

Kind of special terrain, by roll:

RollSpecial TerrainEffects
2River Behind Entire Army+2 to all pursuit rolls if this army is defeated
3-4Stream-1 to Charge into
5-6Village-1 to Fire into & -1 Charge into
7-8Woods-1 Fire into
9-11Hill/ Ridge+1 Artillery fire from; -1 Charge into
12River in Front of Entire ArmyNo Charge attacks possible; No pursuit possible

Four Player Games

If there are four players, there are two different ways to play:

THEATRE COMMANDERS

Two players play on each side (North and South) as a team. Each player on the team commands one of the two major Theatres (East and West). Both players move the pieces that are in their Theatre.

The Eastern Theatre Commander is the overall commander and the Western Commander is his subordinate. The Overall Commander decides which troops are assigned to which commander and/or where the geographic dividing line between the two Theatres lies. The Overall Commander also issues general orders to the Western Commander. The Western Commander may disregard these, however, the Eastern Theatre Commander (Overall Commander) may punish him by taking away troops or area. It is even possible for the Overall Commander to completely relieve his subordinate.

BATTLEFIELD COMMANDER

The other way to handle multiple players is to give one player command of all battles. In this organizational structure, one player moves all the pieces on the strategic map, makes all political and production decisions, and the other player directs all the tactical battles.

Scenarios and Notes

There are two ways to play The American Civil War: Historical and Balanced (a-historical). The historical scenario closely models the actual conflict in the starting positions of the armies and the relative strengths and weaknesses of the two combatants. History will be changed based on the command decisions of the leaders (players). The balanced scenario allows players to play a balanced game. It answers the question "What if the two sides were evenly matched?"

Historical Scenario

  • Start Date: June 1861 (first production after the September 1861 turn)
  • Naval Ratings: North: 5; South: 1
  • Rail Stock: North: 7; South: 4
  • Production Points: North: 115; South: 80; Neither: 5
  • Starting position: The North begins with Washington D.C. and St. Louis.

STARTING TROOPS

North

  • Washington D.C.: 5 Infantry, 1 Cavalry, 1 Artillery
  • Cincinnati: 3 Infantry, 1 Cavalry, 1 Artillery
  • Chicago: 4 Infantry, 1 Artillery
  • St. Louis: 3 Infantry, 1 Cavalry
  • 14 Infantry: maximum 1 Infantry/ State (placed by the player)

South

  • Richmond: 4 Infantry, 1 Elite Cavalry, 1 Artillery
  • Charleston: 2 Infantry, 1 Cavalry
  • Mobile: 2 Infantry
  • New Orleans: 3 Infantry, 1 Cavalry
  • Memphis: 3 Infantry, 1 Elite Cavalry, 1 Artillery
  • Atlanta: 2 Infantry, 1 Cavalry
  • 7 Infantry: maximum 1 Infantry/ State (placed by the player)

Balanced Scenario

  • Start Date: June 1861 (first production after the September 1861 turn)
  • Naval Ratings: North: 5; South: 5
  • Rail Stock: North: 6; South: 6
  • Production Points: All cities are worth 10 PP's.
  • Starting position: The North begins with Washington D.C. and St. Louis.
  • Production Points (totals): North: 130 PP's; South: 130 PP's

SPECIAL RULES

No Political Actions (no European Intervention, Conscription, or Emancipation).

STARTING TROOPS

North

  • Washington D.C.: 5 Infantry, 2 Cavalry, 2 Artillery
  • St. Louis: 4 Infantry, 1 Cavalry, 1 Artillery
  • Cincinnati: 3 Infantry, 1 Cavalry, 1 Artillery
  • 11 Infantry: maximum 1 Infantry/ State (placed by the player)

South

  • Richmond: 5 Infantry, 2 Cavalry, 2 Artillery
  • Memphis: 4 Infantry, 1 Cavalry, 1 Artillery
  • Chattanooga: 3 Infantry, 1 Cavalry, 1 Artillery
  • 11 Infantry: 1 Infantry/ State (placed by the player)
  • Outstanding tacticians who have the ability to find the enemy's weaknesses.
  • The entire command structure that is capable of effectively controlling a large army on the battlefield.
  • All of these aspects allow an army to launch more effective attacks and to have more staying power when the shooting starts. Good leaders often make the difference between victory and defeat. Leaders move 2. In battle they have 2 Battle Actions, may Rally troops that have been forced to retreat, or influence charge combat. Leaders may not be attacked directly in battle.

  • FLAG BEARERS: These pieces are used to represent the major armies on the map. Whenever a player wishes, he may replace a group of units (army) with a Flag Bearer piece. The units are then placed on the edge of the map. The battle line vignettes on the left and right edges of the map are ideal for this, easily showing which army is in the East (right) and West (left).