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The Late Unpleasantness: Two Campaigns to take Richmond thumbnail

The Late Unpleasantness: Two Campaigns to take Richmond

The Late Unpleasantness: Two Campaigns to take Richmond Rulebook

Table of Contents

Table of Contents

  • Components
  • 1.0 Introduction
    • 1.1 Narrative Sequence of Play
    • 1.2 Glossary
    • 1.3 Sample Units
  • 2.0 Sequence of Play
  • 3.0 Movement
  • 4.0 Stacking
  • 5.0 Limited Intelligence
    • 5.1 Dummies
  • 6.0 Combat
    • 6.1 Combat Declaration
    • 6.2 Lead Division
    • 6.3 Leaders in Combat
    • 6.4 Combat Sequence
    • 6.5 Loss Distribution
    • 6.6 Retreat
    • 6.7 Cavalry Losses
  • 7.0 Leaders
    • 7.1 Leader Loss
  • 8.0 Supply
    • 8.1 Supply Sources
    • 8.2 Out of Supply and Attrition
  • 9.0 Richmond Defenses
  • 10.0 Bridges
  • 11.0 Replacements
  • 12.0 Event Cards
  • 13.0 Victory
  • 14.0 Set Up
  • 15.0 Optional Rules
    • 15.1 Recon
    • 15.2 Breastworks
    • 15.3 Better Leadership
  • Gates of Richmond Example of Play
    • June 27 PM
    • June 28 AM
  • Gates of Richmond – Event Cards
  • Designer Notes
  • Omitted from this transcription

Components

Components for both games.

  • 2 Maps
  • 1 Rulebook
  • 2 Countersheets
  • 4 PAC
  • 2 Deck of cards (one for each game)
  • 2 six sided dice
  • 1 game box

1.0 Introduction

With a Federal army of more than 100,000 well-supplied soldiers poised on its eastern flank, the citizens of Richmond, Virginia, warily awaited news from the tenuous lines along the swampy Chickahominy River. Would the Union Army, after victories at Fort Henry and Donelson, take Richmond as its ultimate prize? Would the brief tenure of the Confederacy come to a quick and inglorious end in the summer of 1862?

This is a game of that offensive.

1.1 Narrative Sequence of Play

The game is played in a number of turns. Each player checks his units at the start of each turn to see if they are capable of tracing supply back to a home base from which they can be provided with food and ammunition. Should the units not be able to trace this supply line, their strength will suffer through attrition (representing desertions and illness).

After that, the players take turns maneuvering their pieces and attacking the opponent to try to accomplish their goals (Capturing or defending Richmond and capturing or defending their supply lines).

The key to the game is the play of the event cards. Each player will hold a varying number of these cards at different points in the game. These cards can be used to enhance your own unit's strengths and mobility as well as to impede your opponent. There are also a number of cards representing historical events that can disrupt each player's plans.

1.2 Glossary

  • Attacked point – A point that has been attacked and therefore a Leadership die roll must be made to make further attacks.
  • Combat unit – A unit with a strength and a leadership rating.
  • DRM – A die roll modifier. This will impact the attacker's die roll. All modifiers that benefit the attacker are positive; those that benefit the defender are negative.
  • Event cards – Each player starts with 8 cards and receives 2 additional cards each turn. These may be played at any time during the turn, except during combat continuation.
  • Leader – A unit that will affect combat through DRM's. It will also suffer potential casualties if called for in the combat results.
  • Moved unit – Any unit that has completed its movement.
  • Point – A geographic representation of a spot on the map. Units occupy points. These points are connected by roads and railroads. (Note the blue river lines can never be used as movement paths connecting two points!)
  • Stack – Any number of combat units and leaders in a given point.
  • Strength point markers – Hidden markers indicating a unit's current strength.
  • Supply Release point – The point from which a line of points must be traced to a unit for that unit to be in supply for the turn.
  • Supply Source/Terminus – The origination point of the supply line trace for a unit.

1.3 Sample Units

  • Corps Commander (sample unit; printed label). Leader Rating is 1.
  • Infantry Division (sample unit; printed label). Sedgwick commanding a Division in Sumner's Corps. Sedgwick strength is 6 SPs (when full) and Leader Rating is 2.
  • Some independent commands (such as DH Hill's infantry and Cooke's cavalry) are not part of any corps. All units of a given side are under the army commander, McClellan and (usually) Lee.
  • Hidden Unit Marker (printed label).
  • Current Strength (printed label). Value facing up, so in this case it is 1 SP.

2.0 Sequence of Play

A. Supply Phase. The Union player may choose to relocate their supply network. The Union player also determines if all supply points are in dump or wagon mode. Both players check for supply and roll for attrition if necessary.

  • Attrition Check: Roll one die for each affected Infantry unit.
    • 1-3: subtract 2 SPs from the unit.
    • 4-6: subtract 1 SP.
  • If a Dummy is required to make an Attrition Check, it is eliminated.

B. Random Events. Both players, Confederate first, draws two event cards. Cards can be played at any time except during additional rounds of combat. Each player can hold up to 10 cards.

C. Confederate Player Turn – Movement & Combat.

D. Union Player Turn – Movement & Combat.

E. Advance the Game Turn Marker.

3.0 Movement

Units move point to point along the connections. Each point entered costs 1 MP. For an enemy occupied point to be entered, it must be attacked. There is no additional movement cost needed to attack an enemy controlled point.

Movement Allowances

  • Infantry: 4 Points
  • Cavalry: 6 Points
  • Leaders: 6 Points

Units that are out of supply have their movement allowances reduced by 1.

Units may move individually or as a stack. Not all units in a given point must be moved prior to going to the next point; however, a stack cannot pick up units along its path. A unit or stack must complete its movement and attack, prior to moving another unit or stack.

Once a unit or stack has completed its movement, place a moved marker on the stack.

4.0 Stacking

There is no stacking limit for combat units. A point can contain any number of leaders, units, or strength points of one side. A point can never contain units of both sides.

Exception: In general, Union Supply trains in wagon mode cannot be stacked with any other units at any time. (Ex. See Supply rules, 8.1 for a full explanation of this special case).

5.0 Limited Intelligence

The current strength of each Division is marked with a strength point marker kept underneath the Division counter. Strength is kept secret from the enemy player until a combat has been declared.

Players may place hidden unit markers on top of stacks of their units. The player can make more stacks than he has hidden unit markers, but any additional stacks beyond the limit will be displayed so the enemy can see the top leader / unit. Each player has a limit of 10 hidden unit markers. The enemy player cannot look under any hidden unit marker. Players, may at their discretion, place more than one hidden unit marker on a stack.

Optionally, Unit displays are provided that can be used to track the strengths of the units. Players should use whichever method suits their style.

5.1 Dummies

Each player begins with a number of dummy units (of both Infantry and Cavalry types). While the Confederate player may obtain additional dummies during play via the use of event cards, the total in play at any one time can never exceed the number available at start.

Dummies can be removed at any time and placed in any point where the player already has a unit, dummy, or leader (to include Richmond and the Union Supply Terminus & Depot). Dummies can move the turn that they are created or relocated.

Dummies move normally for their supposed type. Eliminate any dummy forced to make an attrition check. Dummies have no strength. Dummies are automatically eliminated if attacked when alone in a point. Once eliminated, a dummy never returns to play, except as the result of an event card. If stacked and attacked with 'real' units it stays with them, untouched, unless the real units are destroyed, in which case the dummy is eliminated. If the 'real' units retreat the dummy goes with them.

Dummy units cannot destroy the Union Terminus or capture dumps or wagon units, but they do block enemy supply trace.

6.0 Combat

6.1 Combat Declaration

Attacks are always carried out as part of a stack's movement and are conducted from the attacker's point toward the defender's point. After executing an attack, the attacking units are finished for the turn. Other, unmoved, stacks can take advantage of the situation created.

A given point can only be attacked once each turn from each point connected to it. For example, New Bridge could be attacked at most three times, once each from Fairfield, Old Tavern and Fort #9.

Combat Leader Check: The attacking player must roll a leader check if attacking a point containing units that have already been attacked that turn, even if that attack was cancelled by a Magruder Effect roll. Roll one die and compare it to the leader rating of the senior leader in the potentially attacking point. If the roll is less than or equal to the leader's rating, the attack can occur. Otherwise, it cannot. The leader used for this check need not be used directly in the resulting attack.

In all cases, each player can choose to attack or defend with any part of the units in a point. However, the player must use at least one infantry or cavalry unit. In other words, he can never decline with all units and leaders. In a case where only a portion of a point defends, retreat results still affect the all units in the point.

6.2 Lead Division

Each player selects a 'lead' division for each combat. This division must take the first loss, if any, and provides the combat's divisional leader rating for the side.

The player must select an infantry division as the lead division, if there is one available at the point.

6.3 Leaders in Combat

Only leaders in the lead division's chain of command can affect a given combat. Only leaders used for a DRM in combat are subject to a leader loss roll.

For example, Sumner could not be used in a combat involving only Morrell's and Sykes' Divisions as they both belong to Porter's, not Sumner's Corps.

6.4 Combat Sequence

Event Cards can be played by both players at any time in this sequence, with one important exception: none can be played during any additional rounds of combat triggered by the CRT. There are some cards in the deck that can be used to influence the die roll.

A. Declare combat by moving a stack adjacent to an occupied point and announcing that you wish to attack the adjacent point.

B. For each Union attack made on a Richmond Works, roll for the Magruder effect.

C. Cavalry Retreat before Combat. If the defending stack contains cavalry (real or dummy), the attacking stack contains any infantry AND there is a point allowing retreat, the defender's cavalry (including Dummy cavalry) can withdraw to an adjacent point before the combat occurs. Defending infantry, if any, must remain behind. No unit can withdraw if the attacking force is exclusively cavalry. If the defenders vacate the point the attacking units must enter the point and are finished for the turn.

D. Select lead units, then display all units in the point for examination by both players and calculate DRM's. Note that a single stack can have a division leader, corps leader and an army leader all contribute to the final DRM.

E. Roll on the Combat Results Tables. The attacking player rolls two dice on the Combat Result Table and apply combat die roll modifiers and determines the losses. Apply those losses. The attacking player rolls a third die if necessary to determine if combat ends, continues or if there is a retreat result. Roll for leader losses if called for. If Combat Continues, repeat the entire Combat skipping only the Magruder effects. Recalculate any DRM as needed.

F. Place "point attacked" marker.

If a combat continues, either player can try to end the combat just after the continuation die roll. He chooses a leader and must roll equal to or less than this leader's rating to stop the combat. However, the leadership rating used for the break-off attempt cannot be used in the following combat. If the defender successfully ends the combat then they will need to conduct a retreat as per (rule 6.6). If the attacker successfully ends the combat then the attacker returns to his prior point and the combat ends immediately.

Players are free to change lead division and leaders used for each round of a given combat.

6.5 Loss Distribution

The first loss must come from the lead division. Remaining losses can be distributed among the involved units as desired.

6.6 Retreat

If the continuation die roll results in "Attack ends", the attacker must return to the point from which his troops entered the combat. If the roll result is "Defender Retreats", the defender must move into an adjacent connected point unoccupied by any enemy units (including Dummies). Retreating defenders can be split into multiple adjacent points.

If no such point exists, reduce the strength of the entire retreating stack by 1/2, rounding the number of losses down. (A stack of strength 5 would lose 2 strength points, while a stack of strength 1 would remain a stack of strength 1.) The stack must then retreat through connected points until they get to the nearest possible point that is both free of enemy units and closer to the supply source for those units. If there are multiple points that are equidistant, then the retreating player decides which of these points the retreating stack will end its' retreat in.

If the defender retreats or is destroyed, the attacker must advance all the units and leaders that were actually involved in the attack into the defender's old point. If the attack ends, the attacker must return to the point he moved from to initiate the attack. If the attacker is destroyed the defender may not advance.

After a Retreat… Units could be attacked again in their new point should there be enemy units available to do so, but not by the stack that just attacked as their turn is finished. As this is a new point, no leader check is required.

6.7 Cavalry Losses

If attacking and/or defending cavalry takes a loss in a round of combat, all cavalry on that side must retreat at the end of the round. This might mean both sides' cavalry might retreat at the same time. Any infantry must stay for the next round of combat, if any. The player must retreat all cavalry leaders in the point if the cavalry retreats.

7.0 Leaders

Each combat unit has a built-in leadership rating. Each corps and army leader has a leadership rating as well. These are used as combat modifiers. During each round of combat a single lead unit is chosen, and the leadership rating from that unit is used as a DRM. The corresponding corps leader can also be used if he is in the attacking/defending stack. Additionally, the Army leader can also be used if he is present.

If possible, Leaders can only be in a point that contains at least one unit of their own command or is occupied exclusively by dummies. The point can contain units of other commands; but if it does, the leader can only be there if at least one of his own units is there as well. If a corps or army leader is in a stack where all the units are destroyed in combat, move the leader(s) freely to any other stack of their command. There is no capture roll.

If a leader has no units remaining in his command remove the leader from play. He returns with the first unit of his command that re-enters play as a rebuilt unit.

7.1 Leader Loss

If the Combat Results Table roll calls for leader checks, roll one die for each leader (Division, Corps and Army) used in the combat. On a 1, that leader is lost. On a 2 or more, there is no effect. If a leader is lost flip the leader to his replacement (Repl) side. Do not roll for leaders who are already on their replacement side.

When returning destroyed units to play roll for leader loss. If the leader is lost, the unit is rebuilt on the replacement side.

McClellan: If Little Mac becomes a leader casualty, there is no Union replacement. In addition, Union corps can no longer attack or defend together — only count the strength points of units in the lead unit's corps (or just the cavalry, if this is the lead unit).

Lee: If Lee is killed, a die is rolled. On a 1-2 Jefferson Davis comes out of retirement and leads the army. On a 3-4, Longstreet steps up and takes command. On a 5-6 Johnston leaves the hospital and directs the army from his ambulance.

8.0 Supply

Each side has a system of supply. Units must trace supply each turn. Units that are out of supply suffer movement and combat penalties. Those out of supply for extended periods will take losses through attrition.

8.1 Supply Sources

Supply lines cannot be traced through enemy units, even dummies.

The supply source for the Confederates is Richmond. The Confederates need to trace a path of no more than 12 points from a unit to Richmond to be in supply.

The supply source for the Union is either White House or Harrison's Landing – depending on which is being used for the terminal end. From this starting point, a series of supply units within 3 points of each other create the chain. Union units within 4 points of a supply unit anywhere along this chain are in supply.

During the Supply Phase, the Union player must determine if he is going to change his terminal base. To do so, he merely moves the terminal end from White House to Harrison's Landing and now begins the chain from that end. The newly moved (not the previous one) Supply network is used for the Out of Supply determination portion of the Supply Phase. This rule does not allow the Union player to move all of his supply units instantly. This decision moves only the terminal end.

Supply units are in either dump or wagon mode. Units may swap mode only in the Supply Phase. If supply units are in dump mode, they cannot move or retreat, but other units can stack with them. If supply units are in wagon mode, they have a movement allowance of 2 MP, they count as two units towards crossing a bridge and they occupy the entire space (there is no stacking with them). Units cannot enter a space containing a supply unit in wagon mode and a supply unit in wagon mode cannot move into a space with a unit.

When the supply units change mode in the Supply Phase, there will be instances where combat units and supply units in wagon mode will be stacked in the same point. If this is the case, then the stacking violation must be corrected before the end of the next Union movement phase. If any Union units draw supply from a supply unit in wagon mode, then that supply unit is expended and lost for the game. Multiple units may use the supply wagon. Supply units are not expended if the unit traces to a supply unit that is in dump mode. If a Confederate unit enters a point containing an unguarded supply unit the unit is destroyed and the Confederates are finished for this turn and the following turn. Consider them looting.

Cavalry units and dummy cavalry units do not have to trace supply.

8.2 Out of Supply and Attrition

If a unit is discovered to be Out of Supply in the Supply Phase and it is not already marked Out of Supply, mark it Out of Supply. If it already is so marked, flip the marker to its Attrition side. All units marked with an Attrition marker (including units marked from earlier turns) roll for Attrition. A unit that is marked Out of Supply or Attrition has its movement reduced by 1 and has a negative modifier in combat.

If a unit is found to be in supply in the Supply Phase and it is marked with either an Out of Supply or Attrition marker, remove the marker and there is no further ill effect. No Attrition roll is made.

Attrition Check: Roll one die per infantry or cavalry unit. 1-3 subtract 2 SPs from the unit; 4-6 subtract 1 SP.

If a dummy is required to make an Attrition Check it is eliminated.

9.0 Richmond Defenses

Magruder effect – "Prince John" Magruder befuddled the Union army with his many theatrical tactics, making his command appear many times larger than it was.

For each attack on Richmond Works, roll on the Magruder Effect Table before the combat. Note the Richmond Works are also a -1 DRM in combat (and this is upped to a -2 on the tables 4 result).

For each Union attack made on a Richmond Works, Roll 1d6 before the combat:

  • 1-3: Attack does not occur (point counts as having been attacked)
  • 4: Attack occurs with an additional -1 DRM
  • 5: Attack is limited to one division (plus leaders)
  • 6: Attack is limited to one Corps (plus leaders)

10.0 Bridges

The Chickahominy River and White Oak Swamp are narrow at this point, but have wide swampy banks. They are impassible to troops without a bridge.

The circle with red around them means that in order to get to the other side of a river or swamp the unit(s) will need to cross a bridge.

Note: The railroad bridge at Meadow Bridge is permanent. The following rules do not apply to that point.

All Bridge points can be destroyed and rebuilt. A moving unit(s) can spend 1MP to attempt to destroy a bridge. The owning player will then roll a die, and a result of 1-4 will result in a blown bridge in that location. A unit that fails the roll is finished for the turn and remains in the point. A unit spending an entire turn in the point (no attacks) can rebuild the bridge without a die roll.

Likewise, a unit passing through a point can spend an additional MP and try to build the bridge. The owning player rolls a die and the bridge is successfully built on a 1-4. A unit that fails such a roll is finished for the turn and remains in the point (on the side it entered from). If successful, the unit may continue to move. If a unit spends an entire turn in a point and makes no attacks, then it can rebuild the bridge automatically without needing to make a die roll. Bridges can only be re-built on existing bridge spaces

Dummy units cannot repair or destroy bridges.

Units that are in a river/bridge location that is destroyed must at that moment decide which side of the river they are on. Place the units so that it is clear which side of the river they are now on. These units can still be attacked from any connected Point (regardless of which side of the river they choose).

Bridges in this area were poorly constructed. (JEB Stuart's troopers even built a bridge out of a barn and crossed with their artillery). A maximum of two units (+ any number of leaders and dummy units) can cross a bridge in a given player turn.

11.0 Replacements

There are no reinforcements.

Replacement SPs arrive by the play of Random Event Cards. The player using the card rolls one die. Apply the resulting SPs to any unit/units in Supply the player desires.

Replacement points can be split up at the player's discretion, but no unit can, however, exceed its original printed strength.

Dead units are eligible to be rebuilt.

Rebuilt Confederate units arrive in Richmond.

Rebuilt Union units arrive at the Union Supply Terminus.

12.0 Event Cards

Numerous events that influenced the Seven Days are shown by the Event Cards. Each player begins the game with 8 cards. He is given 2 new cards each turn. He can have a maximum of 10 cards in his hand, can play them at any time (except during additional rounds of combat called for by the combat results table), and can play any number at once.

It is also allowed to discard cards into a common discard pile. If the available card pile becomes empty, reshuffle the discards and use them again. Some cards are marked with a reshuffle die roll. Whenever one of these is cards is played, there is a chance that the deck will be reshuffled (including discards). Roll a 1d6 and on a 1-3, the deck is reshuffled. On a 4-6, play continues without shuffling.

Note that Little Mac flees! card #6 is allowed to move after the card activates him in Harrison Landing.

When played, follow the card's instructions. The card will state how long the card will affect play. Once the effect is over, place the card into the discard pile.

Some cards are marked "One Use Only". Once played, remove such a card from the current game's deck.

In the event that multiple cards are played, add all the effects and round the total effects up.

Combat modifiers remain in place for the entirety of a combat, including additional rounds of combat.

If the play of two cards causes a conflict in the rules, then the card that was played last takes precedence.

13.0 Victory

The Confederates win if they occupy both the White House and Harrison's Landing with real units (not just a dummy or a leader).

The Union wins if they enter Richmond with a real unit.

All other results are a draw.

14.0 Set Up

  • Each Player is dealt 8 Random Event Cards.
  • All units start at printed strength.
  • Each Player has 10 Hidden Unit markers that they may choose to place on their units now.
  • The Union player sets up first.

The printed set-up chart is a two-column grid. Each location below is the one printed alongside that unit group in the chart; units printed with no location of their own are listed under the group heading above them.

Union:

  • Porter (Leader V Corps) – At least one unit at each location:
    • Morrell (Div 1/V) – Beaverdam Creek
    • Sykes (Div 2/V) – New Bridge
    • McCall (Div 3/V) – Fairfield
    • 3 Infantry Dummies
  • Franklin (Leader VI Corps) – Fair Oaks Station:
    • Slocum (Div 1/VI)
    • Smith (Div 2/VI)
    • 1 Supply Dump
  • Sumner (Leader II Corps) – Seven Pines:
    • Richardson (Div 1/II)
    • Sedgwick (Div 2/II)
  • Keyes (Leader IV Corps) – Portugue:
    • Couch (Div 1/IV)
    • Peck (Div 2/IV)
  • Heintzelman (Leader III Corps) – Savage Station:
    • Hooker (Div 1/III)
    • Kearney (Div 2/III)
    • 1 Supply Dump
  • McClellan (Army Leader) – Trent House:
    • Cooke (Div CAV)
    • 1 Cavalry Dummy
  • Supply Dump – Dispatch Station

Confederates:

  • Jackson (Leader) – Atlee Station:
    • Winder (Div)
    • Ewell (Div)
    • Whiting (Div)
  • A.P. Hill (Div) – Mechanicsville
  • Lee (Army Leader) – Chessman:
    • Stuart (Div CAV)
    • Longstreet (Army Leader)
    • Longstreet (Div)
    • 2 Cavalry Dummies
  • D.H. Hill (Div) – Old Tavern
  • Magruder (Leader) – Any Combination of the 9 Richmond Works (Not all spaces need to be covered):
    • Magruder (Div)
    • McLaws (Div)
    • D.R. Jones (Div)
    • Holmes (Div)
    • Huger (Div)
    • 3 Infantry Dummies

Set the Johnston (Leader) and Davis (Leader) counters aside. They only enter if Lee becomes a casualty.

15.0 Optional Rules

15.1 Recon

Before attacking a given point, an attacker can attempt to determine what strength is in the hex. The phasing player makes an attempt to recon the hex. The non-phasing player secretly rolls a 1d6 on the recon table and determines the result. He announces to the phasing player what his "strength" in the point is within the guidelines of the table.

15.2 Breastworks

At the cost of 2 MP, an infantry unit (or infantry dummy) can build breastworks within their point. This can be done in a point just moved into or while the unit is stationary as long as 2 MP are expended. The breastworks provide a die roll modifier on the combat roll, as noted on the CRT. Once the unit leaves the point, the breastworks also disappear. A new unit entering the point must build its own works.

Cavalry units cannot build breastworks.

15.3 Better Leadership

Leaders on both sides were lacking, but Lee's generals performed very poorly compared to later in the war. As an option, increase the leadership rating of all leader counters for the Confederates by 1.

(A stray line printed under the credits block on page 10 of the source, transcribed as printed:) Card 6 Little Mac flees! it says the no effect it should be then no effect.

Gates of Richmond Example of Play

The Confederates have attacked on the left wing, forcing Porter back and made some progress toward Richmond. Here is the situation at the start of Turn 4, June 27th PM.

All Bridges are currently intact.

Counters are arranged as follows.

UNION:

  • Duane's Bridge: Porter (Leader), Morrell (Div), 2 infantry dummies
  • Grapevine Bridge: Sykes (Div), McCall (Div) reduced to 5 points, 1 Infantry dummy
  • Fair Oaks Station: Franklin (Leader), Slocum (Div), Smith (Div), 1 Supply dump
  • Fort 3: Sumner (Leader), Richardson (Div), Sedgwick (Div),
  • Portugue: Keyes (Leader), Couch (Div), Peck (Div),
  • Lower Grapevine Bridge: Heintzelman (Leader), Hooker (Div), Kearney (Div),
  • Tucker Town: McClellan (Leader), Cooke (Div), 1 Cavalry dummy
  • Savage Station: Supply Dump
  • Riddell's Blacksmith: Supply wagon
  • Dispatch Station: Supply Dump
  • White House: Supply Terminus

All points except the White House are covered with Hidden unit markers.

The Union player holds the following random events cards. (He began the game with 8 and has played or discarded to end up with this hand)

  • 17 Replacements
  • 18 Replacements
  • 50 Stragglers
  • 25 Massed Union Guns
  • 36 McClellan Returns
  • 54 "I read your newspaper"
  • 53 Heavy Rains

CONFEDERATES:

  • Turkey Hill: Lee (Leader), Jackson (Leader), Winder (Div), Whiting (Div), Ewell (Div) reduced to 4 points
  • Boatswain's Swamp: A. P. Hill (Div) reduced to 8pts
  • Old Cold Harbor: Stuart (Div), Longstreet (Div), 2 Cavalry Dummies
  • Old Tavern: D. H. Hill (Div)
  • Fort 6: Magruder (Leader), Holmes (Div),
  • Fort 2: Huger (Div), 1 Infantry Dummy
  • Fort 1: Magruder (Div), 1 Infantry Dummy
  • Hughes Tavern: McLaws (Div), D. R. Jones (Div), 1 Infantry Dummy

All points are covered with Hidden unit markers.

The Confederate player holds the following random events cards. (He began the game with 8 and has played or discarded to end up with this hand)

  • 16 Replacements
  • 24 Replacements
  • 10 Chickahominy Fever
  • 7 Stuart rides around McClellan
  • 32 Local Guide
  • 12 Pinkerton Overcounts

The following cards are in the discard pile, where they have either been played or discarded.

  • 35 Heroic Unit
  • 22 Replacements
  • 23 Replacements
  • 43 Poor Maps
  • 42 Lee's plan goes awry
  • 20 Replacements
  • 26 Not War, but Murder
  • 11 Yankee Spies
  • 46 Union Artillery
  • 2 Jackson falls asleep
  • 1 McClellan Panics!

June 27 PM

We begin the turn with the Supply Phase. The Union Player has decided that due to the threat of the Confederate units in Old Cold Harbor, he will relocate his supply terminus from the White House to Harrison Landing. He has been preparing this as the Supply unit that began the game at White house has been moving and is located at Riddell's Blacksmith. The Terminus is picked up and moved to Harrison's Landing (Where the chain will begin). He flips the supply units in Dispatch Station and Savage Station to the wagon mode.

Without the chain of supply, all Union troops must either trace 4 points back to Harrison's Landing, consume a wagon unit or be marked out of supply. The Union player decides not to consume a wagon and all Union units will be considered out of supply for the turn. (Note that Cavalry, Leaders and Supply units are not impacted.)

All Confederate units are within 12 points of Richmond and found to be in supply.

The Union player immediately plays card 54 "I read your newspaper" (which allows him to take one card from the discard pile) and he picks card 42 Lee's plan goes awry (which only allows 1 Confederate stack to move and attack this turn). The deck is reshuffled due a die roll of 2.

Random events:

The Union player draws cards 30 Acoustic Shadow and 38 Porter Shines. His hand is 8 cards, so he is OK.

The Confederate player draws 29 Lack of Coordination and 21 Replacements both of which he keeps. He also has 8 cards.

CONFEDERATE MOVEMENT AND COMBAT PHASE:

The Union player plays card 42 Lee's plan goes awry, limiting the Confederate to one stack.

As card 42 has been played, only one Confederate stack can move. The Rebel player chooses to move the units at Turkey Hill to attack the units at Grapevine Bridge.

Following the combat sequence:

  • A. They move adjacent.
  • B. There is no Magruder roll.
  • C. There is no cavalry.
  • D. The Confederate player chooses Winder as the lead unit and the Union player chooses McCall. Odds are 14-10, so no modifier for odds. The Union is out of supply (+1). Both division commanders are 2 so that evens out. Lee and Jackson will add their leadership, (+3 to the Confederates) and the terrain is a riverpoint/bridge for -1. The net DRM is +3. The Union player plays card 25 Massed Union Guns which reduces the net to +1.
  • E. Two dice are rolled with a result of 9 (+1) for a net of 10. The Confederates take 1 loss that must come from Winder so he is reduced to a 5. The Union player takes 2 losses and decides to take one from each unit. The third die result is a 3 so the combat continues.

The whole combat process is repeated, but neither player can play any cards. The Massed Union Gun card remains in play, but no new cards can be played. The odds are 13-8 (no DRM), OOS for the Union (+1) same lead units and same Confederate Leadership (+3 DRM) and finally (-1) for terrain. The Massed Union Gun card (-2) netting out to a +1 for the Confederates. A 9 is rolled for another net 10. Winder takes another loss and the Union player again splits the results. This time the third die is a 4 and the Union player retreats to Trent House. Note that the Union dummy retreats with the other Union units.

Card 42 limits the Confederates to movement of a single stack so the phase ends.

UNION MOVEMENT AND COMBAT:

The Union player moves his supply unit located in Riddle's Blacksmith to Frayser's Farm. He then moves the wagon in Dispatch Station through Bottoms bridge and ends at Antioch Farm. (Note that no other Union units may pass through this bridge this turn as a supply wagon counts as 2 units.) The wagon at Savage Station moves through Morrell's Ordinary to Jordan's ford.

Little Mac and Cooke, along with the cavalry dummy move from Tucker Town through Dispatch station to Trestle bridge, where they spend 1 MP and attempt to burn the bridge. A die roll of 2 and it is destroyed. They continue on to Savage station.

Sumner and his corps (Sedgwick and Richardson) will attempt to attack Hughes Tavern. This contains a Richmond Works symbol, so a roll on the Magruder table is required. A die roll of 2 stops the attack. A point attacked marker is placed.

Sighing heavily, the Union player then attempts to attack with Keyes, Peck and Couch. This time a roll of 6 allows the attack to progress as expected.

Again, there is no cavalry. The Union is out of supply, suffering a -1 DRM. The Richmond Works provide another -1 DRM. Couch is the lead unit with Keyes for Leadership (2) against Huger (1). The odds are 10-7. The net DRM is -1.

The die roll is a 4 resulting in a net of 3. The Union must take 3 losses which he takes from Couch and retreat to the point they attacked from. Both Keyes and Couch roll for leader losses. Both survive with rolls of 3 and 5. The Union player starts to mutter to himself. He plays cards 17 and 18 for a total of 3 replacement points. He applies 2 of them to McCall and one to Couch.

This ends the turn.

June 28 AM

The Union player decides he needs to see about keeping the Confederates at bay, so he plays card 53 Heavy Rains. (Remember, you can play cards at any time except during combat continuation). He rolls for all bridges. (Note that he is taking quite a chance here in that if he loses the Jordan Ford Bridge, his supply line will be severed. This will be the second turn out of supply with units either rolling for attrition or consuming a supply unit). Weighing the odds, he rolls and gets a 3 so Jordan's Ford bridge is intact. The results for the remaining bridges are:

  • Brackett's Ford: (4) survived
  • White Oak Bridge: (1) destroyed
  • Bottom's Bridge: (3) survived
  • Trestle Bridge: (No roll) currently destroyed
  • Lower Grapevine Bridge: (6) survived
  • Grapevine Bridge: (1) destroyed **
  • Duane's Bridge: (2) destroyed **
  • New Bridge: (5) survived
  • Turnpike Bridge: (5) survived

(**) Note that there are units in the spaces with the Grapevine Bridge and Duane's Bridge. In both cases, the units must decide which side of the bridge they occupy when it is destroyed. The Union units at Duane's Bridge move to the south side. (They don't leave the space, but they are on the south side when they begin their movement.)

The Confederate player also must decide about the units located at the Grapevine Bridge. If he chooses the north side, the units will be in supply during the upcoming supply phase. If he decides south, the units will be out of supply. Remembering that with a 2/3 chance he can rebuild the bridge with one MP, he goes north.

Card 53 requires a roll to determine if the deck will be reshuffled. After rolling a 1, the deck is reshuffled.

Supply:

The Union player flips his wagon units in Frayser's Farm and Jordan's Ford to the dump sides. This completes the supply chain from Harrison's Landing to Fair Oaks Station. All Union units have a supply trace to one of these three supply dumps. The wagon at Antioch Church is now extra and is not needed to complete the chain. The Union play could add it to the chain if he wants to, but for now it remains in wagon mode. All OOS markers are removed from the Union units.

Simultaneously, all Confederate units are within 12 points of Richmond.

Random Events:

The Confederate player draws 44 Poor Maps and 34 Expert Guide. The Union player draws 20 Replacements and 14 Sumner gets impatient.

CONFEDERATE MOVEMENT AND COMBAT PHASE:

The Confederate player plays card 7 Stuart rides around McClellan requiring the Union player to remove two dummy counters. (One at Trent House and one with Porter at Duane's Bridge are removed.) He then plays card 10 Chickahominy Fever, rolling a 4. The Union player loses 4 strength points; 2 each from Smith and Slocum of Franklin's Corps, located at Fair Oaks Station.

The first move by the Rebels is A. P. Hill who moves from Boatswain's swamp to Duane's Bridge, spends 1 MP and tries to rebuild the bridge so that he can attack the Union units on the south side. A failing die roll of 5 means that he cannot attack and returns to Boatswain Swamp. A. P. Hill is finished.

Jackson's Corps in Grapevine Bridge is successful in repairing their bridge (die roll of 2) and they attack the Trent House. There is no Magruder roll or cavalry retreat. The lead units are Winder and McCall.

Odds are 12-8 with no modifiers. There is no terrain DRM. Jackson and Lee add +3 for their leadership. The Union player springs card 51 Stragglers for a (-2 DRM) and card 38 Porter Shines to give another (-2 for the Union) for an overall net of (-1).

The Confederates play card 34 Expert Guide and there is no combat. The Union must retreat to Orchard Station and the Confederates take the Trent House space. (Note that the card 38 Porter Shines will remain in play throughout the turn and can be used for any attacks made by V Corp in the bottom half of the turn).

Longstreet leaves the stack at Old Cold Harbor and moves to Barker. Stuart and 2 cavalry dummies continue to Tucker Town, Dispatch Station and crossing at Bottom's Bridge move into Antioch Church, capturing the supply wagon. It is destroyed and burning bacon can be smelled for miles.

Magruder and one infantry dummy move away from Richmond along the Darbytown road to Mrs. Jordan's and continue to Baptist Church.

Before ending his turn, the rebel player plays cards 21 and 24 Replacements; rolls well, and receives a maximum of 7 replacement points. He distributes 3 to A. P. Hill, 2 to Whiting and 2 to Ewell.

UNION MOVEMENT AND COMBAT:

Before the Union Player can figure out where to start, the Confederate player adds insult to injury by playing card 44 Poor Maps, reducing all Union MP's by 1.

He also plays card 29 Lack of Coordination, which effectively secures Lee's position at Trent House as this point was attacked this turn.

(Design note: When designing the cards, this was originally intended as a way to prevent additional attacks by the same player. Playtesters insisted that it could be used in this manner and it kind of grew on me. Players are welcome to interpret the cards in any agreeable manner – (read short of fisticuffs, swords or gunplay).)

The Union Player decides the biggest threat (of which there are many) is Stuart in Antioch Church. He begins his move with Cooke and McClellan, moving through Morrell's Ordinary, Jordan's Ford (The supply unit is a dump, allowing stacking), Oldham's Farm and Doggett to attack from the southeast. Stuart cannot retreat as the attacker has cavalry, but he is +1 for leadership. The Union player uses card 36 McClellan Returns to add a +2 DRM and rolls a die. Finally, some good luck with a roll of 10 which becomes an 11. Stuart's Division is eliminated and must roll for leader loss which he passes with a 4. Note that on any result, the combat would have ended as there were casualties to cavalry. The two cavalry dummies are eliminated.

The Confederate player plays card 12 Pinkerton overcounts to return the 2 dummies and card 16 Replacements which nets 2 of Stuart's 3 points back. These are placed in Richmond.

There is more to go... but I'll leave that to the players.

Gates of Richmond – Event Cards

Random events helped shape this campaign. From acoustic anomalies that foiled coordination of attacks to poor maps that led troops down wrong roads, to illness in the upper ranks, small incidents had major impacts. The cards are provided to simulate these events. They are the key to the game. Proper use and a little luck will foil an opponent's well laid out plan or put you in a position that will make you throw up your arms in frustration. Here are brief details to the historical events.

The cards should be interpreted literally. For example, if it says no more attacks on a given point (Cards 27-30) this turn, that applied for both players. The Local Guide and Expert Guide card (32-34) could be used offensively to remove a stubborn defender or defensively to give ground in face of a far superior enemy.

Remember, you can play as many cards as you wish at any time during the game (except for during combat continuation).

Roll for reshuffle on certain cards. (1-3 reshuffle, 4-6 continue play)

The card list below gives each card number, its printed title, and the printed historical note for it.

  • 1 – McClellan Panics! Little Mac was an engineer and very methodical. As early as June 26th after the Battle of Beaver Dam Creek, he sent orders to abandon the supply terminus at White House as it was too exposed and ordered it to be under the protection of gunboats on the James river.
  • 2 – Jackson falls asleep. On the afternoon of June 30th at Glendale, Jackson positioned some artillery, and then retired beneath a tree for a nap. His units played an insignificant role in the battle that day.
  • 3 – "Jackson is behind them!" Of Beaver Dam Creek Porter wrote; "We do not fear Lee alone. We did fear his attack combined with one by Jackson on our flank."
  • 4 – Stuart ride around McClellan. This ride actually took place June 12-15th as Stuart and his troopers circumnavigated the Union army providing the information that the Union right flank could be turned and providing Lee with the information that led to Lee's formulation of an attack plan.
  • 5 – "This must be done. Can you break this line?" Lee orders Hood forward late in the day at Boatswain's swamp. Hood's answer? "I will try" and his troops take the hill.
  • 6 – Little Mac flees! On June 30th, as his army retreats, General McClellan is aboard the ironclad Galena in the James river.
  • 7 – Stuart rides around McClellan. This ride actually took place June 12-15th as Stuart and his troopers circumnavigated the Union army providing the information that the Union right flank could be turned and providing Lee with the information that led to Lee's formulation of an attack plan.
  • 8 – Magruder puts on a show. General Magruder lived a flamboyant lifestyle, often living beyond his means. He had a flair for the theatrical and fooled McClellan into thinking he had many more troops than he really did. He would march troops past the enemy in plain sight, circle them back around undercover and march the same troops past the enemy again.

Designer Notes

Printed under the heading "Gates of Richmond" in the Designer Notes section.

If it Takes all Summer was my first serious attempt at game design. After Ken and Bill agreed to publish it, I was ecstatic. A few months afterward, I found myself snowed in. Granted, in central VA, it only takes 1-2 inches to slow everything down, but this time it was a real snow with a total of 16" when it was done. So with no one to play against, I started reading. This time it was Stephen Sears' "To the Gates of Richmond". This fine tome on McClellan's peninsular campaign is a fine history and easy reading.

The more I read, the more I wondered if IITAS would transfer over. I was going to a much smaller scale and much shorter time frame. Well, they seemed to work in concert. Movement was unchanged, as was combat. The only real changes were the cards, Marauder's antics, and how to show the Union change of base from White House to Harrison's Landing. The cards were simple. I just took notes from Sears' book and translated them to actions.

Nothing in a game will turn me off quicker than stupidity rules. Don't tie my hands with a rule that says I have to do this or that. Find a creative way to persuade me to do or not to do something, through victory conditions, etc., but give me the option to follow my own path. So, if as the Union commander, I think the best course of action is an all-out assault on Richmond, I will certainly try to make one. Upper level Union commanders ordered these attacks, but they wouldn't materialize. John Magruder's performances, where troops would pass a point in plain sight, circle back around under cover, then pass back again, would give the illusion of much greater strength dissuading the front-line troops from attacking, but they could have, given better recon or more nerve. The lack of progress was out of the commander's hands. So I threw in the Magruder Table. You can try to make an attack, but the local commanders may pull the plug on you.

The change of base took various tinkering. How do you move a base? With over 4000 wagons, the train stretched for miles. OK, I've been stuck in DC traffic, so a wagon train of that size will definitely ruin your day if you are stuck behind it. So, no stacking with the trains as they move. The Union troops guarded the retreat (relocation) and didn't attack while this was going on.

This game practically designed itself. I hope you enjoy it.

Omitted from this transcription

  • The printed "The Game as History" turn-by-turn timeline for the Seven Days battles (Game Turns 1 to 12 and the July 2nd close), and the printed "Suggested Reading" list, are not rules and are not transcribed here.
  • The printed Table of Contents list, the credits block (designer, developer, playtesting, box design, graphic design, proofreading, layout and production credits), and the publisher copyright lines are omitted.
  • The If It Takes All Summer (Overland Campaign) rules, set-up, example, card list and history, which share this book, are not included.
  • Supply Dump – White House
  • Supply Terminus
  • 9 – Balloons! Thaddeus Lowe debuted his hot air balloon in April during the peninsular campaign. The Rebels countered with their own balloon made from silk and filled with "illuminating gas" for early aerial reconnaissance.
  • 10 – Chickahominy Fever. "When standing, we are in a bog of mud. When lying down to refresh ourselves in sleep, we are in a pool of water - my health has been very bad."
  • 11 – Yankee Spies! Deserters from both sides could provide valuable information along with newspapers that even printed troop movements.
  • 12 – Pinkerton Overcounts. Private detective Alan Pinkerton was in charge of the Union army intelligence. At one point, he estimate that Lee had upwards of 180,000 troops (He had 60,000).
  • 13 – A. P. Hill is impatient. Beaver Dam Creek - "Three o'clock having arrived and no intelligence from Jackson or Branch, I determined to cross at once, rather than hazard the failure of the whole plan by deferring it."
  • 14 – Sumner gets impatient. Sumner's way was to send in the first regiment that came under his eye.
  • 15 – Night Moves. On June 27th, General McCall received orders at 3 am to retreat from Beaver Dam Creek. He was gone by dawn.
  • 16–24 – Replacements. These are the stragglers, wounded and missing that return to the ranks.
  • 25 – Massed Union Guns. Seventeen Federal Batteries, totaling 96 guns ringed the plateau around the Watt House at the battle of Gaines's mill.
  • 26 – Not War but Murder. D. H. Hill wrote these words concerning the Confederate assault on Malvern Hill on July 1st.
  • 27 – "Prince John" puts on a show. Magruder was a much better actor than general.
  • 28 – Which Quaker Road? At some time past, there was a Quaker meeting house and many of the roads running past it were called the Quaker road. Different guides used different roads.
  • 29 – Lack of Coordination. Pick a battle. This occurred.
  • 30 – Acoustic Shadow. Many commanders would have marched to the guns, but could not hear them.
  • 31 – Darby/Enroughty. Due to an inheritance dispute in England, the Enroughty family pronounced their name as Darby but would not change the spelling. While Enroughty was clearly marked on most maps, many guides could not find Darby.
  • 32-33 – Local Guide. Local knowledge often allowed troops to take the right road, or not.
  • 34 – Expert Guide. Expert knowledge often allowed troops to take the right road, or not.
  • 35 – Heroic Unit. "Column after column melts away like smoke but is quickly reformed and again rushes on."
  • 36 – McClellan Returns. McClellan was able to inspire the troops (when he was there).
  • 37 – Rain. A thunderstorm will stop an attack.
  • 38 – Porter Shines. Fitz John Porter commanded the Fifth Corps and took on the bulk of the Confederate army at Gaines's Mill.
  • 39 – Forced March. Troops often marched up to 20 and 30 miles per day.
  • 40 – Holmes gets lost. Not only did he take the wrong Quaker road, he could not find the Darby farm.
  • 41 – Battle of the Axes. On June 30th, Huger moved out along the Charles City Road to find his way blocked by felled trees. As quickly as he could get them cleared, Slocum's troops created more roadblocks. Huger never made it to Glendale while clearing roads.
  • 42 – Lee's plan goes awry. Lee produced plan after plan to have them foiled by a lack of understanding or just plain luck. After the battle he would promote many and relieve many of his commanders.
  • 43-44 – Poor Maps. See Cards 28 and 31.
  • 45 – Little Mac slips away. By Malvern Hill, McClellan had effectively abdicated his command. The Corps commanders did not particularly get along well, leaving the army without clear direction.
  • 46 – Union Artillery. Of all the Union guns that fired on July 1st, the only ones to prove ineffective were those of the Union gunboats.
  • 47-48 – Piecemeal Attacks. Units sent in piece by piece instead of all at once.
  • 49 – Union Command Indecision. Commands not made decisively.
  • 50 & 55 – Stragglers. Stragglers catch up to their units.
  • 51 – Night Moves. Movement at night to try to catch the enemy by surprise.
  • 52 – Confusing Orders. Attack on the left flank. Was that our left flank or the enemies?
  • 53 – Heavy Rains. Poor weather changes plans.
  • 54 – "I read your newspaper." Local reporters provide key intelligence.