The Lost Cause: The American Civil War, 1861-1865
The Lost Cause: The American Civil War, 1861-1865 Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Full Game Set Up
- [4.0] Sequence of Play
- [5.0] The Event Cards
- [6.0] Actions in General
- [7.0] Union Actions
- [8.0] Union Army Tracks
- [9.0] CSA Actions
- [10.0] Command Actions
- [11.0] Union Initiative
- [12.0] National Morale
- [13.0] Key Spaces
- [14.0] Year End Sequence
- [15.0] Victory & Defeat
- [16.0] Resources
- [17.0] Player's Notes
- [18.0] Example of Play
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, procedures, core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text. References to examples of a Rule or Case are in blue text. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or Case.
[1.0] Introduction
The Lost Cause is Victory Point Games' solitaire State of Siege series game of the American Civil War of 1861-1865. Historically, the Confederacy failed in its bid to secede from the Union and establish an independent nation, though at times they were perceived as being close to success.
In the game, the player represents President Jefferson Davis and the Confederate High Command and must keep Confederate Morale above zero (0) at all times to win.
These rules incorporate the Basic and Advanced Rules to provide the Advanced Game player with a single combined rules set. They include the dramatic final year (1865) in the game play, alternate Union (in the form of new Tracks and Spaces on the map) and Southern strategies (with Strategic spaces plus a wider variety of Command actions), Broadsheet Random Event cards, Union Advanced Bases, and all Southern Resources.
[2.0] Game Equipment
Parts Inventory
- 2 11" x 17" maps
- 1 two-sided 8.5" x 5.5" Player Aid sheet
- 24 3/4" square game pieces
- 32 5/8" square game pieces
- 48 Event cards
- 1 Basic + 1 Advanced Rules booklet
Not included are at least two 6-sided dice.
[2.1] The Game Map: Use the Advanced Game side of the map and Player Aid sheet (with the added Tracks and Tables).
The map depicts the southeastern portion of the United States (i.e., the Confederate States) of America during the Civil War. The map is divided geographically into two Union and three Confederate Theaters of War (East, West and Mississippi for the Confederacy; East and West, which includes the Mississippi Theater, for the Union) and is superimposed with spaces connected along the various Union armies' main lines of operation.
Note that this is a simplification of the sometimes complex system of geographical military commands (departments and districts) used by both sides. The Trans-Mississippi Theater of war is not portrayed on the map, but its impact has been built into the Event cards.
Each Theater has a Command box that holds a Leader counter modifying Initiative and Battle die rolls made in that Theater. The game treats Union Generals-in-Chief as the Eastern Theater Commander since historically they (McClellan, Halleck, and Grant) in practice focused their attention on operations in the Eastern Theater.
The map also includes tracks and boxes that abstractly represent the war's various naval, political, diplomatic, economic, and command aspects.
[2.2] Event Cards: These regulate game activity, player and army actions. They also list special effects and occurrences, as well as provide historical context. There are two types of Event cards.
- Headline Event Cards present newspaper headlines and are individually numbered. They list the various army and player actions that are performed, in order, each turn. A Headline card shows its Year (e.g., 1862), Card # (e.g., 10), Headline(s), the Union Initiative Action (thick red border; checked and applied at turn's end), and historical flavor text (which explains the context of the card).
- Broadsheet Event Cards ("Random Event" cards; there are three) represent generic pronouncements or themes, recurring game events, special abilities, or circumstances and are individually lettered (instead of numbered, as the Headline cards are). These cards can appear more than once per game. A Broadsheet card shows its Year (e.g., 1861), Card Letter, Broadsheet Title and Instructions.
[2.3] Playing Pieces: There are four different types of playing pieces: Army units, plus Leader, Information and Resource markers.
- Army Units represent the major Union field armies of the war. Each has a front and back, and shows its Army Name, Initiative Value and Battle Value.
- Leader Markers represent the prominent Army Commanders and Generals of both sides. Each has a front and back, and shows its Nationality, Leader Name, Initiative die roll modifier, Battle die roll modifier, and Admin. Rating.
- Resource Markers represent Confederate strategic capabilities and weapons, as well as naval and transportation resources that include a mini-summary of their placement and/or use on their reverse sides. They show their Type, Obstacle Value, Year of Entry (e.g., 1862), Notes, and an "X" (= discard after use).
- Information Markers are used to indicate the current Game Year, record information and the status of the various game Tracks.
[3.0] Full Game Set Up
- Set up the Track markers as follows:
- The Year marker goes on the 1861 space of the Year Track.
- The Confederate Morale marker goes on the "Start" box of the Confederate National Morale Track (i.e., box #10).
- The European Recognition and Naval Blockade (with the Mississippi River open) markers go in the 0 box located between their Tracks.
- Set up the other Information Markers:
- The named Fortified markers (including Mobile) are placed in their respective named Fortified spaces, where present on the map.
- Set aside the Confederate Capital (this marker is used with the expansion set), European Navies, Chattanooga, Montgomery and Savannah Advanced Base markers; they might enter play later as cards permit.
- The three named Control markers (e.g., Shenandoah Valley) are placed in their respective named Strategic spaces on their Confederate sides.
- Set up the Union Army units:
- The Army of the Potomac (3-3) unit sets up in Washington D.C. (Home Base).
- Set aside The Army of the Tennessee, Army of the Cumberland, Army of the James, Army of the Gulf and Army of the Potomac (3-4) units; they enter play later as cards permit.
- Set up the Union Leaders:
- Fremont sets up as the Union Western Theater Commander.
- Scott sets up as the Union Eastern Theater Commander.
- Set aside Grant and the Sherman / NONE markers; they enter play later.
- Set aside the Union Initiative and Army Disrupted markers.
- Set up the Confederate Leaders:
[4.0] Sequence of Play
A game of The Lost Cause is played in a series of rounds, or Years. Each Year, a number of turns (Months) are played. Each Month, a card is revealed and acted upon. When the last card for that Year has been acted upon, the Year End Sequence occurs. Play continues thus until the game ends in a Southern victory or defeat (15.0).
Month Sequence
- Reveal the top card in the Draw Pile.
- Perform all of its Actions in the order and manner listed on that Headline card. Place Union Initiative markers (11.0) on the indicated armies; they are acted upon after the Confederates have completed all of their Actions for the Month. If a Broadsheet Event card is revealed, follow its instructions.
This Monthly sequence is repeated until the last Event card for that year has been revealed and acted upon.
Year End Sequence
- Union Blockade Effects Phase.
- Election of 1864 (at the end of 1864 only)
- Advance the Year marker. Add any Confederate pieces received that year to their respective locations.
- International Phase.
- Domestic Phase.
- Set up next Year's draw pile.
[5.0] The Event Cards
There are two types of Event cards that drive the game, Broadsheet and Headline.
[5.1] Broadsheet Cards: These cards are identified by having an ID letter (instead of number) and offer a variation in the story's main (Headline card driven) narrative.
Broadsheet cards are self-explanatory; simply follow their instructions.
After its use, a Broadsheet card is added to the next Year's pile of cards (where it will be shuffled in again among them). That is, these cards are "recycled" as per 14.6.
[5.2] Headline Cards: These cards are identified by having an ID number (instead of letter) and present the main narrative of the game's story in their headlines and historical flavor text.
Headline cards also tell what actions take place in the game (and in what order), with the Union actions listed first and the Confederate actions listed last. These actions tend to coincide with the Headline card's story elements and might be presented with special instructions printed on the card.
After its use, a Headline card is permanently removed from play.
[6.0] Actions in General
Various actions are performed by the player in an effort to adjust the armies and markers. In addition to their being divided by nationality (Union and Confederate), actions are also divided into the following basic types:
- Conditional action (square symbol) (6.2). This action only occurs if that Army or Leader passes an Initiative Roll (versus the number in its corresponding square box). Conditional actions are subject to Broadsheet card effects.
- Directed action (circle symbol). This action always occurs (i.e., that Army or Leader need not pass an Initiative Roll). This action always occurs unless it is subject to a Broadsheet card effect.
- Mandatory action (arrow symbol). This action always occurs. Mandatory actions are not subject to Broadsheet card effects.
Some actions might also have an asterisk (*) attached to them. This means that there is a special rule on that card that is applied as indicated on the card. Perform these instructions at the same time as the action. In case of a Union "Initiative" action this would be when the initiative marker is placed (ie. before any Confederate action).
Triangle symbols with an asterisk are Union Army placement symbols instructing the player to place an Army on the map as indicated. This does not count against a Union action for that turn. Ignore these instructions if the army named is already in play.
[6.1] Anomalies: If an Event, Action, or Special Rule on a card cannot be or has already been performed, or otherwise doesn't make sense, ignore that activity.
Examples: Ignore flipping or moving pieces that are not in play or that are already positioned as requested by that instruction.
[6.2] Conditional Actions: Conditional (square) actions and certain other activities (e.g., removing obstacles) require passing a "roll" in order to successfully proceed.
[6.2.1] Passing a Roll: To pass such a roll, consult the value of whatever is being rolled against, roll a die, and then apply all appropriate modifiers to its outcome (see 6.2.2, below).
- If the result is greater than (>) the value being rolled against, it passes that roll and proceeds.
- If the result is less than or equal to (<=) the value being rolled against, it fails that roll and no action is taken.
[6.2.2] Die Roll Modifiers: Various die roll modifiers (DRMs) can be applied to different Conditional rolls. When more than one DRM applies, their effects are cumulative.
Important: Regardless of the die roll modifiers, a natural (unmodified) roll of 1 always results in failure, while a natural roll of 6 always results in success. This is also true when rolling a '2' or '12' on two dice. No modified die roll is ever certain or impossible!
[6.3] Actions Sequence: Actions are always performed in the order listed on the card, from top to bottom and left to right. Note that some actions are listed (and therefore repeated) multiple times as indicated on that card. See the extended example of play at the end of these rules.
[7.0] Union Actions
[7.1] Union Army Actions: Union Army actions appear on Headline cards with colored shapes indicating which army (the color) and the type of action (the shape, see 6.0) to perform, plus any note (*) or DRM (e.g., "-1") associated with it.
Some Union Mandatory (arrow) actions are repeated and, if that action is currently in effect, it is simply ignored (see 6.1). (Example of a Mandatory action on a card: "East: Flip Scott to McClellan.")
Important: Grant and Sherman, once placed in the Eastern and Western Theaters (respectively), are never moved!
Union armies performing a Conditional (square) action must roll against that Union Army's Initiative Value (6.2.1).
The DRMs for this roll are shown directly on its Conditional action symbol on the card (see the example below), and are also derived from that army's corresponding Theater Commander (e.g., Gen. Sherman provides a +1 DRM).
For Example: As shown here, the Union blue army (the late-war Army of the Potomac, 3-4) has received a Conditional action, but there is a -1 DRM for its Initiative Roll. If McClellan (-1 DRM) were also commanding in the Eastern Theater, there would be a combined -2 DRM for this blue army Initiative Roll. It would need to roll a 6 to proceed with this action.
[7.2] Union Leaders: When a Union Leader is placed in a Theater Command box, remove the piece that is already in that box and set it aside.
[7.3] Union Army Activation: When activated, a Union army performs the first activity that it is able to on the list below, after which that action is completed:
- Remove Disruption: If that army has a Disruption marker on it, it does not move. Instead, remove that marker. The army recovers.
- Eliminate Gunboats: If there is a Gunboats marker in that Union army's space, that army does not move. Instead remove that Gunboats marker (16.6).
- Combat Ironclad: If there is a Confederate Ironclad marker in that Union army's space, that army does not move. Instead it must roll against the Obstacle Value (6.2.1) of that Ironclad. If successful, remove that Ironclad (16.7).
- Siege Fortifications: If there is a Confederate Fortification marker in that Union army's space, that army does not move. Instead it must roll against the Obstacle Value (6.2.1) of those Fortifications. If successful, remove that Fortification (16.5).
- Establish Advanced Base: If that army is on a hexagonal or round space on the map, there is probably an associated Union Advanced Base for that space. If so, and that Advanced Base marker is not already on the map, that army does not move. Instead, place that Advanced Base marker on the map in that space.
- March (Advance One Space): If none of the above tasks are performed, then that army advances one space along its Track (see 8.0, Union Army Tracks). Exception: Spending a Torpedo Resource at this time negates this move if that army is moving into a River space.
[7.4] Union Naval Actions: Union Naval actions appear on Headline cards following the word "Blockade." When a Union Naval action occurs, consult the Blockade marker on the Blockade Track and perform the first activity that it is able to on the list below, after which that action is complete:
- Combat Ironclad: If there is a Confederate Ironclad marker stacked with the Blockade marker, the Blockade marker does not move. Instead it must roll against the Obstacle Value (6.2.1) of that Ironclad. If successful, remove that Ironclad (16.7).
- Eliminate Coastal Forts: If there is a Coastal Forts marker stacked with the Blockade marker, the Blockade marker does not move. Instead remove that Coastal Forts marker (16.2).
- Advance One Box: The Blockade marker is moved to the next highest-numbered box. Exception: Spending a Torpedo Resource (16.10) at this time negates this move.
- Note that the Naval Blockade marker cannot be advanced beyond box 6 (or 5 if European Recognition or Military Intervention has occurred; see 9.5).
- If the Blockade marker is moved into box 6, the Confederates lose one (-1) Morale (12.0) during each Blockade Effects Phase (14.1) at Year's end.
[8.0] Union Army Tracks
[8.1] Bases: Each Union army operates from its "Base" located at the beginning of its current Track. Initially, this will be its Home Base. Later, Advanced Base markers can appear on the map. Advanced Base markers establish the new ("Forward") Base that an army operates from.
Union armies Retreat (9.2.1) toward and are Recalled (9.2.2) to their current Base (i.e., the one that is farthest along its current Track on the way toward its destination as described below). Union armies never Retreat past an Advanced Base marker, and only retreat beyond their Home Base if there is a Northern Invasion space for them to Retreat to (see 9.1.1).
Note that once a Union army places an Advanced Base on its track, Northern Invasions (13.2) are no longer possible along that Track.
[8.2] Stacking: It is possible to have more than one Union army occupy the same space. This is permissible and each acts independently of the other.
[8.3] Control of Spaces: Advanced Bases, like starting spaces (Home Bases), are always Union controlled.
Other spaces that are currently occupied by a Union army are Contested.
The spaces behind the space that a Union army currently occupies (back toward its Base) are Union Controlled.
All other spaces are Confederate Controlled.
(Illustrated example: The Union controls Fortress Monroe and Peninsula; the Confederacy controls Bermuda Hundred, where The Army of the James resides, so Bermuda Hundred is "Contested.")
[8.4] Branching Spaces: Whenever a Union army is ordered to advance from a "branching" space (one with more than one direct-line route leading from it), its destination is determined at that instant as described in detail below.
Important: Skip Rules 8.5 to 8.9 (below) until a Union Army on a Branching space is ordered to advance from it. Jump forward to Rule 9.0 on page 6 for now.
[8.5] The Army of the Tennessee: This army begins in Cairo and proceeds to Forts Henry & Donelson where it must remove the Confederate Fortification marker before it can proceed to Shiloh & Corinth.
It must build an Advanced Base at Shiloh & Corinth before advancing to either along the Mississippi River (via Memphis -> Miliken's Bend -> to Vicksburg), if The Army of the Tennessee is on its Riverine (i.e., with an anchor symbol, 2-4) side (which should happen in 1863), - OR - overland through the state of Mississippi (via Tupelo -> Meridian -> Jackson -> to Vicksburg) if it is not on its Riverine side.
[8.5.1] Vicksburg: When ordered to advance from Vicksburg:
- Memphis and Miliken's Bend are instantly and permanently deemed Union Controlled (8.3), costing the South a Morale Point, if this army reached Vicksburg via Tupelo, Meridian and through Jackson.
- If there is an Advanced Base in Atlanta but not one in Montgomery, The Army of the Tennessee marches along the Deep South Track (via Jackson -> Meridian -> Selma -> to Montgomery).
- If there is not an Advanced Base in either Atlanta or Montgomery, a die is rolled: on a 1, 2 or 3, The Army of the Tennessee marches across the Deep South (as described above); on a 4, 5 or a 6, remove The Army of the Tennessee from play and flip The Army of the Cumberland to its Western Army Group side. (This was the historical outcome in 1863.)
- If there is an Advanced Base in Montgomery, remove The Army of the Tennessee from play and flip The Army of the Cumberland to its Western Army Group side.
[8.5.2] Montgomery: After completing its march across the Deep South, when ordered to advance out of Montgomery:
- If there is not an Advanced Base in Atlanta, it will march to Atlanta.
- If there is an Advanced Base in Atlanta, but not Savannah, it will march through Georgia (via Columbus -> Macon -> to Savannah).
- If there are Advanced Bases in both Atlanta and Savannah, and The Army of the Cumberland is on the map, remove The Army of the Tennessee and flip The Army of the Cumberland to its Western Army Group side.
- If there are Advanced Bases in both Atlanta and Savannah, and the Western Army Group is on the map, remove The Army of the Tennessee from play.
[8.5.3] Atlanta or Savannah: When ordered to advance out of Atlanta or Savannah:
- If The Army of the Cumberland is on the map, remove The Army of the Tennessee and flip The Army of the Cumberland to its Western Army Group side.
- If the Western Army Group is on the map, remove The Army of the Tennessee from play.
[8.6] The Army of the Gulf: This army is placed in Ship Island during play.
[8.6.2] Ship Island: When ordered to advance from Ship Island:
- If there is not an Advanced Base in New Orleans and Vicksburg, The Army of the Gulf advances up the Mississippi River (via New Orleans -> Baton Rouge -> Port Hudson -> to Vicksburg).
- If there is an Advanced Base in New Orleans and Vicksburg, it advances along the Gulf Coast Track (via Pensacola -> to Mobile).
[8.6.2] Vicksburg: When ordered to advance from Vicksburg, The Army of the Gulf is placed back in Ship Island.
(Both of the preceding cases are numbered 8.6.2 in the printed rulebook.)
[8.6.3] Mobile: When ordered to advance from Mobile, the disposition of The Army of the Gulf is checked.
- If there is an Advanced Base in Montgomery and The Army of the Cumberland is on the map, remove The Army of the Gulf and flip The Army of the Cumberland to its Western Army Group side.
- If there is an Advanced Base in Montgomery and the Western Army Group is on the map, remove The Army of the Gulf from play.
- If there is not an Advanced Base in Montgomery, flip The Army of the Gulf to its Army of Alabama side and advance it through the Deep South (via Meridian -> Selma -> to Montgomery).
[8.6.4] Montgomery: After completing its march across the Deep South, when ordered to advance out of Montgomery:
- If there is not an Advanced Base in Atlanta, it will march to Atlanta.
- If there is an Advanced Base in Atlanta, but not Savannah, it will march through Georgia (via Columbus -> Macon -> to Savannah).
- If there are Advanced Bases in both Atlanta and Savannah, and The Army of the Cumberland is on the map, remove The Army of Alabama and flip The Army of the Cumberland to its Western Army Group side.
- If there are Advanced Bases in both Atlanta and Savannah, and the Western Army Group is on the map, remove The Army of Alabama from play.
[8.6.5] Atlanta: When ordered to advance out of Atlanta:
- If The Army of the Cumberland is on the map, remove The Army of Alabama and flip The Army of the Cumberland to its Western Army Group side.
- If the Western Army Group is on the map, remove The Army of Alabama from play.
[8.7] The Army of the Cumberland: This army begins in Louisville and proceeds along its Track to Chattanooga (where it builds an Advanced Base) and thence to Atlanta.
Note that it might be flipped to the Western Army Group (2-5) during play and functions in the same way.
[8.7.1] Atlanta: If The Army of the Cumberland or Western Army Group advances from Atlanta:
- If there is an Advanced Base in both Montgomery and Savannah, this army is removed from play.
- If there is an Advanced Base in Montgomery but not Savannah, it will march to Savannah (via Macon).
- Conversely, if there is an Advanced Base in Savannah but not Montgomery, it will march to Montgomery.
- If there is not an Advanced Base in either Montgomery or Savannah, then look at farther objectives, thus:
- If there is not an Advanced Base in either Vicksburg or Richmond, or both have an Advanced Base, a die is rolled: on a 1, 2 or 3, it marches on Savannah; on a 4, 5 or a 6, it marches on Montgomery.
- If there is an Advanced Base in Vicksburg but not Richmond, it marches on Savannah.
- Conversely, if there is an Advanced Base in Richmond but not Vicksburg, it marches on Montgomery.
Atlanta is, literally, the "turning point" for the green army unit.
[8.7.2] Montgomery: If The Army of the Cumberland or Western Army Group advances from Montgomery:
- If there is an Advanced Base in Vicksburg, Mobile and Savannah, this army is removed from play.
- If there is not an Advanced Base in Vicksburg, it must march across the Deep South (via Selma -> Meridian -> Jackson -> to Vicksburg).
- If there is an Advanced Base in Vicksburg but not in Savannah, it must march through Georgia (via Columbus -> Macon -> to Savannah).
- If there is an Advanced Base in both Vicksburg and Savannah, but not in Mobile, it must march to the Gulf Coast (via Selma -> Meridian -> to Mobile).
[8.7.3] Vicksburg: If The Army of the Cumberland or Western Army Group advances from Vicksburg, it is removed from play.
[8.7.4] Mobile: If The Army of the Cumberland or Western Army Group advances from Mobile, it is removed from play.
[8.7.5] Savannah: If The Army of the Cumberland or Western Army Group advances from Savannah:
- If there is an Advanced Base in Richmond & Petersburg, this army is removed from play.
- If there is not an Advanced Base in Richmond & Petersburg, it must march through the Carolinas (via Columbia -> Fayetteville -> Goldsboro -> Raleigh -> to Richmond & Petersburg).
[8.7.6] Richmond & Petersburg: If The Army of the Cumberland or Western Army Group advances from Richmond & Petersburg, it is removed from play.
[8.8] The Army of the Potomac / Virginia: This blue army begins in Washington D.C. and proceeds along its Track to Richmond & Petersburg. Note that the blue army might be upgraded (3-4) or replaced with the Eastern Army Group (2-5) during play and functions in the same way.
[8.8.1] Richmond & Petersburg: If the blue Army of the Potomac / Virginia advances from Richmond & Petersburg:
- It does not move; instead, remove that unit and the The Army of James / Potomac from play and replace them with the blue Eastern Army Group unit in Richmond & Petersburg. In effect, this action "combines" these two armies. All blue and yellow spaces, plus the Shenandoah Valley, are henceforth considered Union Controlled.
If the blue Eastern Army Group advances from Richmond & Petersburg:
- If there is not an Advanced Base in Savannah, the Eastern Army Group marches through the Carolinas (via Raleigh -> Goldsboro -> Fayetteville -> Columbia -> to Savannah).
- If there is an Advanced Base in Savannah, the Eastern Army Group is removed from play.
[8.8.2] Savannah: If the Eastern Army Group advances from Savannah it is removed from play.
[8.9] The Army of James / Potomac: This yellow army is placed in Fortress Monroe during play and proceeds along its Track to Richmond & Petersburg. Note that the yellow army "sails back and forth" with the blue army during play as directed on the Headline cards.
[8.9.1] Fortress Monroe: If the yellow Army of the Potomac unit is ever recalled or forced to retreat back into Fortress Monroe, apply Rule 13.1.
[8.9.2] Richmond & Petersburg: If the yellow Army of the James / Potomac advances from Richmond & Petersburg:
- It does not move; instead, remove that unit and the The Army of the Potomac / Virginia from play and replace them with the blue Eastern Army Group unit in Richmond & Petersburg. In effect, this action "combines" these two armies. All blue and yellow spaces, plus the Shenandoah Valley, are henceforth considered Union Controlled.
[9.0] CSA Actions
Confederate actions are usually listed on Headline cards. Specific types of actions initiated by card-driven events are listed in this Rule (9.0), while others are player-selected "Command" actions (Rule 10.0).
[9.1] Theater Battle Action: If the card reads "[Theater Name]: Battle action," then the Confederate Leader in that Theater must attack a Union army that is also in that Theater.
In lieu of attacking a Union army in that Theater, the Confederate Player may instead simply reclaim a Union controlled Strategic space in that Theater (if available; see 13.8).
If this is a Directed (circle) action, proceed straight to Battle Resolution (see below). Confederate Conditional (square) Battle actions require a roll against that Theater's Confederate Leader's Initiative Value (6.2.1) to proceed.
The DRMs for this roll might occur as a Resource marker effect, or be directly printed on the current Headline card, etc.
For Example: General Bragg has a Conditional (square) Battle action, for which the current Headline card affords him a plus one (+1) Initiative DRM. Since he must roll greater than (>) his Initiative Value of 3 to pass, with his +1 DRM Bragg will proceed to Battle on a die roll of 3, 4, 5, or 6.
A Battle action represents the main Confederate field army in that Theater offering battle in order to halt or repel the opposing Union field army on the map.
[9.1.1] Battle Resolution: To resolve a Battle, the Confederate player must designate the targeted Union Army and roll against that army's Battle Value (akin to 6.2.1). The DRMs for this roll might include a Leader Battle DRM, Resource marker effects or be listed directly on the current Headline card.
- If the result is greater than (>) that Union army's Battle Value, the Confederates have won that battle. Any Union Initiative marker on the defeated army is removed, and that Union army retreats.
- Retreating: When a Union army retreats, it is moved backward one (1) space along its current Track toward its Base (see 8.1). If it is already on that space, then it does not retreat unless a Northern Invasion can be launched.
- Northern Invasion: If a retreating Union army is already in its Home Base space and it is after 1861, it is retreated to its Northern Invasion space if it has one on its Track. While it is in that space, a Northern Invasion (see below) is taking place with various effects (see 13.2).
- If the result is equal to (=) the target Union army's Battle Value, the Battle is a draw. Any Union Initiative marker on the targeted Union army is removed, but that Union army does not retreat; it remains in place.
- If the result is less than (<) the target Union army's Battle Value, the Confederates have lost that Battle. The victorious Union army is completely unaffected and remains in place.
Example Continued: General Bragg has passed his Initiative Roll (rolling a 5). He then proceeds to Battle versus the Union Army of the Cumberland in Nashville with its 3 Battle Value. The army is a threat, as it has a Union Initiative marker that may activate it again at the end of the Month unless it is removed through Battle.
With Bragg's inherent -1 Battle DRM and no other Battle DRMs affecting this Battle, its possible results are:
- 1, 2 or 3: Bragg is defeated. There is no effect on The Army of the Cumberland.
- 4: The Battle is a draw. The Union Initiative marker is removed from The Army of the Cumberland, but it does not retreat.
- 5 or 6: Bragg is victorious. The Union Initiative marker is removed from The Army of the Cumberland, and it retreats to the Lexington & Bowling Green space.
[9.1.2] Confederate Leader Battle Casualties: If the card reads "[Theater Name]: Battle action" followed by the casualty symbol, in red type, the Confederate Leader who conducted that Battle must make a Casualty Check by rolling on the Leader Casualty Table on the Player Aid sheet after resolving that Battle (regardless of its outcome or whether that Battle even occurred).
[9.1.3] Battle Command: When using a Command (10.1) to perform this action, simply "pass along" that Command action directly to the Theater Commander who then performs an identical Directed (circle) or Conditional (square) Battle action as indicated on the card.
Example Continued: Bragg is defeated (rolling a 2). The next Confederate action listed reads, "CSA: Command action" (Directed). Since winning this battle is important to the Confederate Player, he "passes along" this discretionary command action as a Theater Battle Action to Bragg, giving that Leader another try for success. Because it is a Directed action being passed along, Bragg need not roll against his Initiative Value and proceeds directly to battle with the same chances as before for victory.
[9.2] Raid Action: If the card reads "Raid!," designate a target Union army (if eligible) and roll a die.
The DRM for this roll is +1 in the West or Mississippi Theaters only, and then only if the South controls the Strategic space of Decatur.
- If it is one of the listed outcomes on that card, the indicated Raid result is applied to the targeted Union army.
- If the die roll does not produce an outcome as listed on the card, it is considered "No Effect" (nothing happens).
[9.2.1] Retreat Result: That Union army is retreated (moved backward) one (1) space along its current Track toward its Base (8.1). Note that a Northern Invasion (9.1.1) can not be initiated due to a Retreats result from a Raid.
[9.2.2] Recalled Result: That Union army is recalled all the way back to its Base (8.1) regardless of how many spaces away from its Base it is.
[9.2.3] Union Initiative: When Retreat or Recalled results (above) occur as the result of a Raid action, any Union Initiative marker on the targeted Union army is also removed.
Raids represent threats against Union supply lines or rear area objectives by cavalry or infantry detachments. Successful raids, like Van Dorn's Holly Springs raid, could stop a Union offensive in its tracks, while diversions like Jackson's Valley campaign and Early's march on Washington successfully diverted troops from the Union's main field armies.
[9.3] Morale Test Action: If the card reads "Dixie: Morale Test action," roll the sum of two dice against the box number on the Confederate National Morale Track the Confederate Morale marker is in (i.e., the Confederate's Morale Value).
The DRM for this roll is +1 for each Union army in its Northern Invasion space. The DRMs for this roll also include: +1 if the Commerce Raider marker is on the Morale Track (see 16.3) and, if there is a plus or minus (+/-) "Year" DRM mentioned, add or subtract (as indicated) the last digit of the current game Year (e.g., 1 for 1861; 4 for 1864, etc.).
Dice Roll Resolution:
- If the result is greater than (>) the Confederate Morale Value, expectations are exceeded; move the Confederate Morale marker one box to the left (i.e., gain one Morale).
- If the result is equal to (=) the Confederate Morale Value, expectations are met; there is no effect.
- If the result is less than (<) the Confederate Morale Value, expectations are not met; move the Confederate Morale marker one box to the right (i.e., lose one Morale).
[9.4] War Effort Action: If the card reads "Resource: War Effort action," then the Confederate Player must roll against the box number where the Naval Blockade marker is located (6.2.1).
The DRM for this roll is +1 for each Union army in its Northern Invasion space. The DRMs for this roll include: +1 if the Commerce Raider marker is on the Blockade Track (see 16.3).
If successful (i.e., the blockade is penetrated), receive one Resource marker drawn at random from the Resource Cup; it is placed in the Available Confederate Resource box on the map.
*If the card reads "Resource: War Effort draw," skip the roll, draw a Resource marker from the Cup, and place it in the Available Resources box.
[9.5] Diplomatic Action: If the card reads "Europe: Diplomatic action," then the Player must roll against the box number where the European Recognition / Emancipation Proclamation (ER/EP) marker is located (6.2.1).
The DRMs for this roll are: -2 if the ER/EP marker is on its "Emancipation Proclamation" side, and +1 for each Union army in its Northern Invasion space. The DRMs for this roll include: +1 if the Commerce Raider marker is on the European Recognition Track (see 16.3).
If successful (i.e., their relations with major European powers such as Britain and France improves); advance the ER/EP marker to the next-higher numbered box on the European Recognition Track.
[9.5.1] Recognition (box 5): If the ER/EP marker is in the #5 box on the European Recognition Track, the South has been formally recognized by Britain and France with the following effects:
- Gain one (+1) Confederate National Morale point.
- Place the European Navies marker in the #6 box of the Union Blockade Track. If the Naval Blockade marker is located in that box, it is immediately moved down to the #5 box on that Track. For the remainder of the game, the Naval Blockade marker cannot be advanced past the #5 box on the Union Blockade Track.
This represents those European powers providing some active naval support to the Southern cause.
[9.5.2] Military Intervention (box 6): If the ER/EP marker is in the #6 box on the European Recognition Track, Britain and France stage a significant military intervention with the following effects:
- Gain one (+1) box on the Confederate National Morale Track; flip the European Navies marker on #6 box of the Blockade Track.
- In addition to preventing the Naval Blockade marker from advancing past the #5 box on the Union Blockade Track, during the International Phase (14.4) of each Year End Sequence, the Union Naval Blockade marker is decreased by one (-1) box.
This represents full naval intervention by the European navies against the Union.
[9.6] Naval Action: If the card reads "CSN: Naval action," then the Confederate Player must roll against the Administrative Value of the National Military Advisor (6.2.1).
The DRM for this roll is: +1 if the ER/EP marker is in the #6 box of the European Recognition Track.
If successful, you may perform one of the following naval actions (see below):
- Place or move an available Confederate Coastal Fortifications, Gunboats, Ironclads or Submarines marker in play as per its specific placement instructions (16.6, 16.7, 16.9).
- Do a Commerce Raider action (see 9.7).
[9.7] Commerce Raider Action: If the card reads "Sea: Commerce Raider action" and the Commerce Raider marker is available or in play on the Confederate Morale, ER/EP or Naval Blockade marker, the player may perform one of the following actions:
- If the Commerce Raider marker is in the Resource Cup, remove it and place it in the Available Resources box.
- If the Commerce Raider marker is in the Available Resources box, place it on top of either the Confederate Morale, ER/EP or Naval Blockade marker for the specific effect listed below.
- If the Commerce Raider marker is already on one of those markers, it may be repositioned to either of the other ones or simply left in place.
The effect of having the Commerce Raider marker stacked with one of those three Track markers is that it provides a +1 DRM on the very next time that Track marker is rolled against (6.2.1).
After that roll, regardless of the outcome, the Commerce Raider marker is removed from that marker and placed as follows:
- If the die roll it modified resulted in a Confederate success, place it in the Available box. (It has completed a successful cruise and returns to a friendly or "neutral" port for a refit.)
- Otherwise, place this marker in the Resource Cup. (It has been captured or sunk and a new one must be launched.)
[9.8] Leader Shuffle Action: If the card reads "[Theater Name]: Leader Shuffle action," then the Confederate Player must Call up a new Leader by drawing one Leader marker at random from the Leader Cup. That newly called up Leader must be placed in the Confederate Leader box for that Theater, replacing its former Leader, who is returned to the Leader Cup.
[9.9] Leader Attrition Action: Draw a Leader at random from the Leader Cup and remove it from play.
[10.0] Command Actions
If the card reads "CSA: Command action," the player has received a very versatile discretionary action.
[10.1] Battle Action: The Confederate Player may perform a "pass along" Battle Action to the Theater Commander of his choice as per 9.1.3.
In addition to passing along a Battle action, a Command action can also be used thus:
[10.2] Resource Placement Action: To put a Fort (and European Munitions) Resource marker into play from the Available box, you must use a Command action. Note that putting Railroads and Torpedoes into play requires no actions be spent; their use is "free," as indicated by their green arrow symbol.
If you use a Directed (circle) Command action, proceed as described below. If you use a Conditional (square) Command action, you must first roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, play that Available Resource marker (as described in Rule 16).
[10.3] Naval Action: If you use a Directed (circle) Command (10.1) to perform this action, proceed as described below. If you use a Conditional (square) Command (10.1) to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, perform a Naval action as per 9.6, but with a -1 DRM.
Yes, that means making this die roll a second time when using a Conditional Command action: once to pass that check (10.1.5), and then again to pass the actual Naval action check itself (9.6), but that second time with a -1 DRM.
[10.4] Leader Shuffle Action: If you use a Directed (circle) Command (10.1) to perform this action, proceed as described below. If you use a Conditional (square) Command (10.1) to perform this action, you must first roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, either switch the National Military Advisor with any Theater Commander (flipping both pieces over after doing so) or perform a Leader Shuffle as per 9.8 but with this addition: if the replaced Leader was a Confederate Theater Commander, you may "promote" that former Theater Commander to become the new National Military Advisor. The now-replaced former National Military Advisor is returned to the Leader Cup instead.
[10.5] Raid! Command: If you use a Directed (circle) Command to perform this action, proceed as described below. If you use a Conditional (square) Command to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, designate any Union army in play and consult the Diversionary Campaign Table. Note that you do use the +1 DRM for Decatur, if applicable.
Caution: Unlike non-Command Raids!, rolling on this Table can backfire on you!
Important: There is no limit as to how many Disruption and/or Initiative markers that a Union Army might have. Each marker is dealt with separately, in the appropriate manner (7.3, #1; 11.0), with multiple Initiative markers played in whatever order the player desires at the end of that month.
[10.6] Morale Test Command: If you use a Directed (circle) Command to perform this action, proceed as described below. If you use a Conditional (square) Command to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, perform a Morale Test action as per 9.3, with a -Year DRM (e.g., -2 in 1862; -3 in 1863). This speech making becomes an increasingly hard sell as the war wears on.
Official errata ("TLC Errata 060710"): the errata sheet reprints this case (10.6) only, in the same wording as above, with the Conditional Command roll against the National Military Advisor's Administrative Value and the -Year DRM.
[10.7] War Effort Command: If you use a Directed (circle) Command to perform this action, proceed as described below. If you use a Conditional (square) Command to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, perform a War Effort action as per 9.4, but with a -1 DRM.
[10.8] Diplomatic Command: If you use a Directed (circle) Command to perform this action, proceed as described below. If you use a Conditional (square) Command to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, perform a Diplomatic action as per 9.5, but with a -1 DRM.
[10.9] Commerce Raider Command: If you use a Directed (circle) Command to perform this action, proceed as described below. If you use a Conditional (square) Command to perform this action, you must roll against the Administrative Value of the National Military Advisor (6.2.1).
To proceed, perform a Commerce Raider action as per 9.7 in these Rules.
[11.0] Union Initiative
On Headline cards, Union actions with a thick red border around them are called "Initiative" (or "Follow-up") actions and are resolved after the Confederates have completed their actions for that Month.
Procedure
During the Union actions at the beginning of the Month, place an Initiative marker with the appropriate symbol (shape and DRM) on the Union army or armies as indicated.
After all Confederate actions have been completed, these marked Armies are checked. Each Initiative marker still on a Union army is returned to the stock of unused game pieces in any order the player desires. As this is done, the Union action shown on that marker is then performed.
This represents follow-up blows to successful Union campaigns that can be pre-empted by Confederate military action.
[12.0] National Morale
Confederate Morale is measured by the location of the Confederate Morale marker on the Confederate National Morale Track. When it is increased, that marker is moved to the left; when it is decreased, that marker is moved to the right.
The Confederate Morale marker cannot be moved higher than the "12" box, and the game ends immediately in a Confederate Defeat if it ever reaches the "0" box.
What Adjusts Morale
In addition to Morale fluctuations as indicated on specific cards and the closing of the Mississippi River (16.3), the following events always cause the Confederate Morale marker to move as they occur:
- Complete Blockade: If the Naval Blockade marker is in the 6 box of the Union Blockade Track, Confederate Morale is reduced by one during each Blockade Effects Phase (14.1).
- European Recognition and Military Intervention: If the ER/EP marker is in the 5 box of the Recognition Track, increase Confederate Morale by one. Do this again if that marker reaches the 6 box.
- Union control (8.3) of a key space:* Reduce Confederate Morale by a number of boxes equal to the number of tattered Confederate flags attached to that space. If this is later undone (e.g., if the Confederates regain control of that key space), the Morale is increased by that same amount. These Morale effects can go back-and-forth as the situation dictates, but note that only control of that space affects morale, not its being contested (8.3).
Example: The Union Army of the Tennessee (on its Riverine side) is ordered to advance from Shiloh & Corinth, where it has just established an Advanced Base, to Memphis (and does so). The Confederate Morale is not adjusted, as Memphis status is only Contested, not Union Controlled. If that army were to advance from Memphis to Miliken's Bend, then Confederate Morale would be lowered by one because, at last, Memphis would be Union Controlled. If that occurred, the Confederates would have to drive that Union army all the way back to Shiloh & Corinth to recover the Morale point lost by the Union control of Memphis.
[13.0] Key Spaces
There are certain spaces on the map that have their own rules and effects.
[13.1] Home Base Spaces: These are the starting locations for Union armies and their initial Bases that they operate from until an Advanced Base is reached by that army (see 8.1). Some Home Base spaces lead back one space further along their Tracks to a Northern Invasion space (see 13.2, below).
Fortress Monroe / Washington D.C.: If The Army of the Potomac is on the yellow track and The Army of Virginia is on the blue track, and if either is ever Retreated or Recalled back into its Home Base space, The Army of the Potomac "sails back" to Northern Virginia by flipping it and the (blue) Army of Virginia over to their Army of the James and Army of the Potomac sides, respectively.
This is the culmination of a failed Union campaign on the peninsula or a successful Confederate threat in North Virginia. Note that a peninsula campaign can also be started and stopped again via Headline cards.
[13.2] Northern Invasion Spaces: If it is after 1861, whenever a Union army is compelled through a Confederate Battle action (only; 9.1) to retreat from its Home Base, it is moved into the adjoining Northern Invasion space (9.1.1) that is on its Track if it has one (i.e., Missouri & Illinois, Kentucky & Indiana, or Maryland & Pennsylvania but only if the Shenandoah Valley is not devastated).
While it is in a Northern Invasion space, a Northern Invasion is taking place with all of the following effects:
- Movement Effect: That Union army's next Advance (7.3-7) will be back to its Home Base space.
- Die Roll Modifiers: For each Union army in its Northern Invasion space, the Confederates receive a plus one (+1) DRM when performing Morale Test (9.3), War Effort (9.4) and Diplomatic (9.5) actions.
- Foreign Intervention Effect: If one or more Northern Invasions are occurring during the International Phase of the Year End Sequence (14.4), the ER/EP marker is moved one box to the right.
The political and economic consequences of having the pressure off the South by taking the war to the North are important.
[13.3] River Spaces: Some spaces are blue along their bottoms to denote that they are River spaces. These show where Confederate naval units (specifically, Gunboats, Ironclads, and Torpedoes) can be used on the map.
The Army of the Tennessee: At its round decision space (Shiloh & Corinth), The Army of the Tennessee proceeds along the River spaces (via Memphis) only if it is on its Riverine (anchor symbol) side, as per 8.4.
[13.4] Diamond Spaces: These function as normal (square) spaces along their track, but are diamond-shaped to denote their impact on Confederate National Morale (as per 12.0).
[13.5] Hexagon Spaces: These spaces are set up with Confederate Fortified markers in them and impact Confederate National Morale (as per 12.0).
The three white hexagon spaces (Vicksburg, Atlanta, and Richmond & Petersburg) are Branching spaces (8.4) after a Union army completes that Track by building an Advanced Base there (8.1).
Mobile functions as a Confederate fortified space for The Army of the Gulf (and its Fortified marker sets up there; see 3.0 #2). It is the final destination along its second Track and a decision point (as per Case 8.6.3).
[13.6] Red River Space: The four-pointed star-shaped Red River space is provided only to show its approximate geographic location on the map. No Union armies ever enter that space, but the Red River Campaign Headline card (#35) "takes place" there.
[13.7] Round Spaces: These function as normal (square) spaces along their track, but are round to denote their possible impact on Confederate National Morale (as per 12.0), the need for a Union army there to build an Advanced Base (7.3, 6), and that it is a branching space where a Union army advancing from it needs to make a decision (see 8.4).
[13.8] Strategic Spaces: There are three starburst-shaped Strategic spaces on the map, each with its own special rules and effects as listed below.
These represent areas of strategic interest to both sides. They are connected to, but are not directly a part of, the Army Tracks.
[13.8.1] Controlling a Strategic Space: The Confederates begin the game in control of all of the Strategic spaces on the map, and a Control marker is set up in each to indicate that status.
- The Union immediately gains control of a Strategic space the instant that all of the boxes connected to it are either Union controlled or contested (see 8.3). Flip that space's Control marker to its Union side.
- The South can immediately reclaim control of a Strategic space the instant the Confederates control all of the boxes connected to it - OR - when they control any box connected to it and use a Battle action (9.1.1) for this purpose. Flip the Control marker back to its Confederate side.
[13.8.2] Decatur Effects: When Confederate controlled, Decatur provides a +1 DRM for Raid! action rolls (both on the Headline cards and when consulting the Diversionary Campaign Table) in the West and Mississippi Theaters only. When Union controlled, the South loses this die roll modifier.
[13.8.3] Knoxville Effects: When Confederate controlled, the use of Railroads markers (16.8) provides a +1 DRM (in addition to a free Directed Battle action) as usual. When Union controlled, the South can still use their Railroads markers, but lose the +1 die roll modifier.
[13.8.4] Shenandoah Valley Effects: During the Confederate Domestic Phase each Year (14.5), when the Shenandoah Valley is Confederate controlled, the South receives one (1) Resource draw. When Union controlled, the South suffers a minus one (-1) Initiative DRM in the Eastern Theater.
When Devastated (via card #44, Sheridan's Ride!), remove the Shenandoah marker from play to reveal that Strategic space's "Devastated" status. Neither of the above effects apply. The only effect is that a Northern Invasion (13.2) is no longer possible in the Eastern Theater.
The fertile Shenandoah Valley was the bread basket of Virginia and a natural invasion route into the North. Its control represents a degree of flank and rear area security in the Eastern Theater.
[14.0] Year End Sequence
When the last card in the Draw Pile has been completely acted upon, the Year End Sequence is performed. Complete this sequence in order at the end of each game Year.
[14.1] Union Blockade Effects Phase: If the Naval Blockade marker is in the #6 box on the Blockade Track at this time, reduce Confederate Morale by one (-1) box.
Closing the Mississippi River
The Union closes down the Mississippi River if there are Union Advanced Bases in all three of New Orleans, Vicksburg, and Shiloh & Corinth, then the Mississippi River is "closed." If not already showing, flip the Naval Blockade marker to its "Mississippi River Closed" side and reduce the Confederate Morale by one (-1) box (and see 15.0, as this might end the game). This event can only occur once per game.
[14.2] Election of 1864: The game does not end at the conclusion of the 1864 Game Year as in the Basic Game.
If it is the end of the 1864 Year (only), roll the sum of two dice against the box number on the Confederate National Morale Track the Confederate Morale marker is in.
The DRMs for this roll are the opposite of normal, as the North is trying to succeed at this roll (not the South): -1 if the Commerce Raider marker is on the Morale Track (see 16.3), -1 for each Union army in its Northern Invasion space, and +1 each for the spaces of New Orleans, Vicksburg, Atlanta, and Richmond & Petersburg if they are not Confederate controlled (8.3).
- If the result is greater than (>) the Confederate Morale Value, Lincoln is reelected; the war continues to 1865.
- If the result is equal to (=) the Morale Value, Lincoln is reelected, but with very weak congressional support; flip the Morale marker, increase Confederate Morale by one (+1) box and continue.
- If the result is less than (<) the Morale Value, the Peace Democrats have won. Southern independence is recognized; flip the Morale marker and increase Confederate Morale by one (+1) box, then end the game immediately (15.2).
[14.3] Year Marker Phase: Advance the Year marker one box on the Year Track. If any Leaders or Resources arrive that year, they are placed in their respective cups. If the year 1865 was just completed, the game ends in a Confederate victory (15.2) through brute survival if the Confederate Morale Value is greater than zero (>0).
[14.4] International Phase: Three Steps are performed in order during this Phase:
- First, if the ER/EP marker is in box #6 on the European Recognition Track (i.e., European Intervention has occurred), reduce the Naval Blockade marker by one box on the Blockade Track.
- Second, if the ER/EP marker is in box #5 or 6 on the European Recognition Track, draw 1 Resource marker (as "military aid") from the Resource Cup and place it in the Available box.
- Third, if all Union Armies in play are either in their respective Home Base spaces - OR - if any Union Army is in its Northern Invasion Space, advance the ER/EP marker by one box on the European Recognition Track.
[14.5] Domestic Phase: Two Steps are performed in order during this Phase:
- If the Shenandoah Valley strategic space (13.8.4) is Confederate controlled, draw 1 Resource marker from the Resource Cup and place it in the Available box.
- Southern Infrastructure: Perform a Morale Test (with all of the usual DRMs), but with these results:
- If the result is greater than (>) the Confederate Morale Value, either lose one Available Resource selected at random - OR - move the Confederate Morale marker one box to the right (i.e., lose one Morale).
- If the result is equal to (=) the Confederate Morale Value, there is no effect.
- If the result is less than (<) the Confederate Morale Value, either draw one Resource marker from the Resource Cup - OR - move the Confederate Morale marker one box to the left (i.e., gain one Morale).
[14.6] Set Up Next Year's Draw Pile: Take the stack of cards for the next Year, including the undealt cards from the previous Year, and any Broadsheet cards that might have been added to that stack during play, turn them all face-down and shuffle them together.
If the new Year is 1862 through 1864, count off the top twelve (12) cards and place them face-down, near the map, to form the new Draw Pile. Flip over, face-down, the cards for next year and add to them the remaining (undealt) cards from this year.
In this manner, some cards can be delayed, year after year, for quite some time!
If the new Year is 1865, use all of the cards in that stack to form the final Draw Pile. This will be a variable number, depending on how many Broadsheet cards were cycled through the decks over the course of play.
Proceed to play the Monthly Turns for the new Year.
[15.0] Victory & Defeat
The game ends in an immediate Southern defeat if the Confederate Morale Value ever reaches zero (0). The game ends in an immediate Southern political victory if Lincoln loses the Election of 1864 (14.2). The game ends in a Southern Military victory (brute survival) if the last card has been performed and the Confederate Morale Value is greater than zero (>0).
[15.1] Measuring Defeat: The level of Southern defeat is measured by the duration of the Confederacy prior to its morale collapsing. To score this, count all of the Headline cards played (including the last one, if it caused Confederate Morale to collapse) and compare that count below:
- 45 or more = Moral Defeat: "God save the South! Freedom or death!"
- 40-44 = Marginal Defeat: "The Lost Cause."
- 31-39 = Major Defeat: "We may be annihilated, but we cannot be conquered."
- 30 or fewer = Crushing Defeat: "Died of a theory."
[15.2] Measuring Victory: The level of Southern victory is measured by the state of the Confederacy and can be measured in degrees based upon post-war negotiations. Check the Confederate Morale Value at the time of victory below:
- 1 to 3 = Negotiated Existence: "All we ask is to be left alone."
- 4 = Marginal Victory: "In Dixieland I'll take my stand."
- 5 = Major Victory: "For Southern rights, hurrah!"
- 6 or more = Resounding Victory: "They have made a nation."
[15.3] European Recognition: If the European Recognition marker is in the 5 or 6 box on its Track at the game's end, shift the level of victory or defeat by one (1) to the Confederate's advantage.
Example: The Confederate Morale Value is at 2 giving a Confederate Negotiated Existence Victory but the European Recognition marker is in the 5 box on its Track, so this is shifted by one level to a Marginal Confederate Victory!
[16.0] Resources
Resource markers are generally drawn at random from the Resource Cup and placed in the Available Confederate Resources box to show that they are ready for use. Each type provides a different benefit for the Confederacy and has its commitment requirement and use explained below.
Coastal Forts, Commerce Raiders, Gunboats, Ironclads, Submarines, and Torpedoes are considered Naval Markers for event card purposes.
[16.1] "X" Markers: When removed (usually after its use), a Resource marker is returned to the Resource Cup unless it has an "X" in its top-left corner. X-Resource markers are set aside and not returned to that Cup. (They have one-time use.)
[16.2] Coastal Forts: A Coastal Fortification (Obstacle) hinders the Naval Blockade marker's advance (7.4-2). It is moved from the Available box to the Union Naval Blockade marker through a Confederate Naval action (9.6).
[16.3] Commerce Raiders: This is a Resource that can be, when directed by a Commerce Raider action, selected from the Resource Cup and is, when put into play from the Available box, placed on one of (and can be moved between) the Confederate Morale, ER/EP or Naval Blockade markers (all as per 9.7).
While residing on one of those markers, the Confederates receive a plus one (+1) DRM on the very next roll testing against that marker (6.2.1).
After that roll, regardless of the outcome, the Commerce Raider marker is removed from that marker and placed as follows:
- If the die roll it modified resulted in a Confederate success, place it in the Available box. (It has completed a successful cruise and returns to a friendly or "neutral" port for a refit.)
- Otherwise, place this marker in the Resource Cup. (It has been captured or sunk and a new one must be launched.)
[16.4] European Munitions: It takes a Command action (10.2) to place this marker on the 0 box on the Confederate Morale Track.
While on that Track, the Confederates win ties when resolving Battles (9.1.1). That is, if the die roll result is equal to the target Union army's Battle Value, the South wins that battle instead of just achieving a draw. This occurs automatically and each time it does (i.e., the outcome is a tie that the Confederates win, rather than lose), advance the European Munitions marker up the track by one box (+1). The stockpiles become depleted and weapons lost through attrition. The European Munitions marker is removed from play (and its effects end) the instant that it and the Morale marker ever meet on the same square of the Morale Track.
The Confederacy, with no significant domestic arms production, had to rely on captured Northern weapons and European arms imports that made it past the blockade.
[16.5] Forts: A Fortification (Obstacle) marker hinders a Union army's advance (7.3-5) and is moved from the Available box through a Command action (10.2). It can be placed on any Confederate controlled space that does not already have another Fortification marker in it. They may replace named fortifications that have been destroyed.
Fortifications represent not only fieldworks, but also permanent forts, and an investment of heavy artillery and engineering resources.
[16.6] Gunboats: A Gunboat (Obstacle) marker hinders a Union army's advance (7.3-3) and is moved from the Available box (or moved about the map) through a Confederate Naval action (9.6). It can be placed on any Confederate controlled or contested River space if it does not already have a Gunboat marker there.
[16.7] Ironclads: An Ironclad (Obstacle) marker hinders a Union army's advance (7.3-4) or the Naval Blockade marker's advance (7.4-1) and is moved from the Available box (or moved about the map) through a Confederate Naval action (9.6). It can be placed on any Confederate controlled River space or on the Naval Blockade marker if that location does not already have an Ironclad marker there. They may be placed in a space containing a Coastal Fortification marker.
[16.8] Railroads: At any point during a Month (turn) when conducting Confederate actions (only), you may spend available Railroads markers. Each spent Railroads marker provides a Directed (circle) Battle action in any Theater. It also receives a plus one (+1) DRM if Knoxville is under Confederate control (13.8.3).
[16.9] Submarines: A Submarines marker is spent from the Available box through a Confederate Naval action (9.6). When spent, roll a die. If the result is 1, 2 or 3, there is no effect. If the result is 4, 5, or 6, reduce the Naval Blockade marker by one box.
[16.10] Torpedoes: At any point during a Month (turn) when the Union is conducting its actions, you may spend available Torpedoes markers. Each one spent stops the advance of the Naval Blockade marker (7.4-1) or any Union army activity if that Union army is on a River space (7.3). Expend the marker when the Union action is performed.
[16.11] Green-arrow Markers: Some Resources have a green arrow in their top-center to indicate that they don't require a Command to place them; they may be used "for free."
[17.0] Player's Notes
Here are some tips for beginners to improve their command of the South.
Game Tracks
Understanding the relationships and interactions of the various tracks and boxes is a key concept. Here we go:
The status of the Blockade Track affects the availability of Resources (because they are often gained by "running" the blockade). Resource availability impacts the status of the various Army Tracks (by hindering Union armies advancing along them in various ways). Army Tracks, in turn, greatly impact the Morale Track as flags are captured.
The status of the various Army Tracks can also impact the European Recognition (ER) Track (due to Northern armies being in their Home bases or dealing with a Northern Invasion), and the ER Track impacts both the Blockade and Morale Tracks if the South is succeeding diplomatically. The status of the Morale Track spells victory or defeat, so be sure to monitor that Track closely at all times!
Player Actions
Your primary means to affect the status of all these Tracks is through Player Actions (e.g., Command, Battle, Naval, etc.). These are your primary resources for conducting the war. You receive a variable but finite number of Actions. Their proper and efficient use is essential to winning the game. The "when" and "where" of their availability is largely determined by card draw, but you can maximize the number of Actions that can be used successfully through the proper placement of Southern Leaders.
Leader Placement
It greatly helps to place a Leader with a good Administrative Rating in the Military Advisor box (to assist the Confederate Navy and make it easier to reassign the different Theater Leaders). Assigning quality Theater Leaders to threatened Theaters is essential to garnering the most from Conditional Battle Actions.
Of course, Leaders with positive Battle DRMs are vital to stop the more powerful Union Armies. In fact, Lee can pretty much stymie Union progress in his Theater for much of the game and can be moved about as a "fire brigade" Leader, assuming that: 1) he survives the inevitable Casualty Checks, and 2) your National Advisor has an Administrative Rating that makes it easy to move Lee around. In the end, you need to find a balanced / optimal assignment of Leaders, shuffling them around as needed and hope that they stay alive.
Resource Markers
Confederate Resources are often overlooked tools that go a long way toward winning the game. For example, spending a Command Action to place a Fortification marker in a key space can have a huge return on investment. Every turn that a Fortification delays a Union Army roughly equates to winning a field battle against it.
Resources like Torpedoes and Railroads are best conserved and used in a last ditch effort to protect a vital space. But don't save them for too long, as they may be lost when the Confederate economy and infrastructure collapses later in the war!
Raids and Diversionary Campaigns
Diversionary Campaigns are a great way to oppose those large late war Union Armies and Army Groups because the results are not affected by their strength. For a small risk, you can reap big dividends. Sending a Union Army back to its base can be the equivalent of winning two or three field battles for the cost of one.
[18.0] Example of Play
This example of play assumes the same set up and events as the Basic Game Example of Play on the inside-front cover with changes to illustrate some Advanced Game thinking and possibilities. It is late 1862 with three cards remaining. The player has one Railroad Resource marker in the Available Resource Box and is currently holding the Rebel Yell card.
Card #19 is drawn.
The Union begins with a Conditional "square" action (6.2) for the brown Army of the Tennessee (AoT) which is at Forts Henry and Donelson having previously removed the Fort Marker on that space following a successful Siege (7.3, #4). To resolve this Conditional action, a die is rolled against the AoT's Initiative Value of 2. There is no die roll modifier for the Union Theater Commander (None is currently in charge), and the result is a 4, which beats the AoT's Initiative Value. With nothing more important listed on the Action Priority Chart, this Army marches and is moved to the Shiloh & Corinth space. With the Henry & Donelson space now behind the AoT, it is Union Controlled (8.3) so the Morale Track marker is moved down one box (from 9 to 8).
The next Union action is a Directed ("round") Initiative action (11.0) for the blue Army of the Potomac (AoP). The Initiative marker is placed on the AoP for resolution at the turn's end.
Next, a Mandatory ("arrow") action adjusts the European Recognition marker down one box (from 3 to 2 in this case) and flips it over to its "Emancipation Proclamation" side. The -2 DRM for future Diplomatic actions makes Recognition difficult.
The Confederates are next with a Conditional ("square") Command Action. The player opts to use it as a Battle Action in the Eastern Theater against the AoP (9.1.3), first rolling one die against the Initiative Value of his Eastern Theater Commander (Lee). The roll is a 3, which is greater than Lee's rating of one [1], so Lee proceeds to battle Burnside's AoP at Fredericksburg. The Battle roll is a 2, to which is added Lee's +2 Battle DRM and +1 as per the Headline card's special instruction for a modified roll of five (5). Exceeding the AoP's Battle Rating of 3, it is a Confederate victory and the AoP retreats to Manassas and the Union Initiative marker is removed from the AoP counter.
Next the Confederates use a Directed ("round") Command action to drive back The Army of the Cumberland (AoC). A.S. Johnston is wired from HQ to attack (i.e., no Initiative die roll is necessary with a Directed Command), but rolls a 2 in battle and, with no applicable die roll modifiers to help him, the result is a defeat (being less than the AoC's Battle Rating of three 3). Not wishing to use his Rebel Yell card to reroll this particular battle, here the matter rests.
The final Action is the Union Initiative Check (11.0) to deal with the marker placed earlier on the AoP, but it has since been removed by battle, so it has no effect now. The Month ends with a major setback on the Recognition Track, a Morale drop for the loss of Forts Henry & Donelson, a victory in the East and nothing to show in the West.
The next card drawn is Broadsheet card C, and this is bad news for the player. The Friction of War impacts the next Headline card drawn and can hinder the Confederate Player.
For the final Month (card) of 1862, a card is drawn and revealed to be #13. It begins with a Mandatory ("arrow") action to sack Fremont and replace him with Halleck. Since Halleck is already in play, this anomaly is ignored (6.1).
Looking across the "color line," the Union blue AoP marches directly back to Fredericksburg, while the green AoC must roll for its Conditional ("square") action and gets a 4 which is enough to Activate and advance it to Chattanooga (thus contesting 1 Morale Point for that space). The AoT must also roll for its activation, but a 6 guarantees success. The Advanced Game Action Priority Chart directs the AoT to "establish an Advanced Base." So the Forts Henry and Donelson Fortification marker is flipped to its Shiloh & Corinth Advanced Base side and placed in that space. The Union AoT will never fall back past that space again (8.1) and one of the three Union Advanced Bases required to close the Mississippi River (Advanced Game Rule 14.1) is now placed.
The fourth symbol is a Directed action for the orange Army of the Gulf (AoG), so it floats from Ship Island up to New Orleans, contesting the 2 Morale Points there. Finally, the Initiative marker is placed on the AoG indicating it could strike again at the end of this turn.
The next thing on the card is a Confederate Directed Battle action in the Mississippi Theater with a +1 DRM. However, due to the previous revelation of the Friction of War (Broadsheet card C) this Directed action becomes a Conditional action. This means that Beauregard must roll against his Initiative Value, but a 1 results in automatic failure (6.2.2) which the player decides not to re-roll with his Rebel Yell card, so the AoG remains in New Orleans with its Initiative marker intact. Worse, the card indicates this action also requires a Leader Casualty Check (whether or not an actual Battle occurs), and Beauregard suffers a roll of 5 on the Leader Casualty Table for a "Mortal Wound" (no doubt hit while reconnoitering the enemy lines).
The player draws a replacement Theater Commander from the Leader cup and Polk now leads.
With his Conditional Command Action now lost due to the Friction of War, the Confederate Player ponders the map and decides that a victory at New Orleans really is important. He decides to commit his Railroad Resource marker (to rapidly shift troops along the South's interior lines) and launch an attack on the AoG. Because the Strategic Space of Knoxville is still Confederate controlled, this attack is conducted with strategic surprise garnering it a +1 DRM.
Because it has an "X" in its upper-left corner, the Railroad marker is removed from play and not returned to the Resource cup. The Battle of New Orleans is conducted, and the player rolls a 1 for an automatic defeat. This is unacceptable so the player places his Rebel Yell card in next year's stack. Per the card's instructions, there are no DRMs for this reroll; this is Johnny Reb's battle, not Polk's. The new roll is only a 2 which, without modification, produces a drawn battle. The player is satisfied with this result as it is enough to remove the AoG's Initiative marker. This prevents the New Orleans' Fortification marker from being attacked right away, leaving the space contested.
Last on this card's list is a Union Initiative Check for the AoG. Since its Initiative marker was removed in the (drawn) Battle of New Orleans, no action occurs, and the month ends. The Friction of War card is added to next year's pile of cards (when it might appear again).
Play proceeds to the Year End Sequence:
- Union Blockade Effects: The Union Blockade marker is currently in the three (3) box on its track, so there is no effect from the Blockade track at this time. On the Mississippi River, with a Union Advanced Base at Shiloh & Corinth, and New Orleans under direct threat, there is no effect this year, but the noose is tightening.
- Election of 1864: This does not take place, since it is not yet the end of the 1864 turn.
- Year Marker Phase: The player advances the Year marker to the 1863 box on the Turn Track. He places the Year 3 Confederate Leader (Hood) and Resources (Ironclad and Submarine) markers in their respective cups.
- International Phase: This is skipped because the European Recognition marker is not on the five or six box of its track, and there is only one Union army on its Home Base and none are in an Invasion space.
- Domestic Phase: The Strategic space of The Shenandoah Valley is Confederate controlled, so the player draws one (1) Resource marker from the cup. He draws a Gunboat. Then he checks Southern infrastructure, rolling a 7 on two dice which is less than the current Confederate Morale of 8, so the player draws another Resource. This time it's the European Munitions marker. Both are placed in their Available box.
- Set Up Next Year's Draw Pile: The stack of 1863 cards, along with the undealt cards from 1862 and the two Broadsheet cards just used (Rebel Yell and Friction of War), are shuffled together to form next year's Draw Pile. Twelve (12) of those are counted out to form the 1863 pile while the remainder are placed with the following year's cards.
The Confederates still have a high Morale (at 8) but with New Orleans and Chattanooga contested and poised to fall, the Confederate Morale could quickly plummet to a marginal 5. The fall of Vicksburg in 1863 could also cost the South dearly if the Mississippi River is blockaded and closed.