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American Civil War 1861-1865

American Civil War 1861-1865 Rulebook

Table of Contents

Table of Contents

  • PART 1: INTRODUCTION
  • PART 2: GAME PARTS
    • A. PARTS LIST
    • B. THE RULES BOOKLET
    • C. THE MAP
    • D. THE PLAYING PIECES
    • E. GLOSSARY
  • PART 3: HOW TO SET UP
  • PART 4: COURSE OF PLAY
    • A. COMMAND PHASE
    • B. RALLY PHASE
    • C. SUPPLY PHASE
    • D. BLOCKADE PHASE
    • E. REINFORCEMENT PHASE
    • F. FORTIFICATION PHASE
    • G. NAVAL PHASE
    • H. FIRST CAMPAIGN PHASE
    • I. SECOND CAMPAIGN PHASE
    • J. THIRD CAMPAIGN PHASE
    • K. SIEGE PHASE
    • J. GAME TURN PHASE
  • PART 5: HOW TO WIN
  • PART 6: REINFORCEMENTS
    • A. CSA REINFORCEMENTS
    • B. MILITIA
  • PART 7: ARMIES AND COMMAND
    • A. INDEPENDENT LEADERS
    • B. ARMIES
    • C. ARMY COMMAND
    • D. SUBORDINATE LEADERS
  • PART 8: FORTIFICATIONS
  • PART 9: ZONES OF CONTROL (ZOCs)
  • PART 10: LAND MOVEMENT
    • A. HOW TO MOVE
    • B. LEADERS AND MOVEMENT
    • C. OVERRUNS
  • PART 11: RAIL MOVEMENT
  • PART 12: NAVAL MOVEMENT
    • A. RIVER TRANSPORT
    • B. SEA TRANSPORT
    • C. SEA ASSAULT
    • D. RIVERINES
  • PART 13: CAVALRY
  • PART 14: COMBAT
    • A. WHO CAN ATTACK
    • B. RESOLVING COMBAT
    • D. DEMORALIZATION
    • D. SIEGES
    • E. LEADER LOSSES
  • PART 15: SUPPLY
    • A. SUPPLY SOURCES
    • B. HOW UNITS ARE SUPPLIED
    • C. SUPPLY EFFECTS
  • PART 16: NEUTRALITY
    • A. KENTUCKY
    • B. MISSOURI
    • C. WEST VIRGINIA
  • EXAMPLES
    • TRACING SUPPLY EXAMPLE
    • RIVERINES

PART 1: INTRODUCTION

AMERICAN CIVIL WAR is a strategic two-player game about the Great Rebellion (1861-1865). The US Player takes the role of President Abraham Lincoln. The CSA Player takes the role of Confederate President Jefferson Davis. During the course of the game, the players take turns moving playing pieces representing their troops across the map, using those pieces to attack the opposing player's pieces and making strategic decisions.

PART 2: GAME PARTS

A. PARTS LIST

A complete copy of this game includes:

  1. One rules booklet
  2. One map sheet
  3. One sheet of 200 cardboard playing pieces
  4. Two dice (not included in magazine edition)
  5. One game box (not included in magazine edition)
  6. One plastic storage tray (not included in magazine edition).

B. THE RULES BOOKLET

All of the information needed to play the game is explained in these rules. Read them carefully before beginning play. Do not try to memorize the entire booklet – just read everything! Then set up the game by following the Steps in PART 3 and play it through by following the Steps in PART 4. Refer to the rules during play to clarify anything you do not understand.

C. THE MAP

The map shows the part of North America where the most important battles of the Civil War were fought. A hex grid has been laid over the map to help control the movement of the pieces. Each hexagon (hex) equals approximately 35 miles of real terrain. The locations of rivers, mountains, and borders have been altered slightly to conform to this hex grid. Also printed regarding the game map are various charts, tables, tracks, and summaries used in play. These include the:

  1. Abbreviated Course of Play: summarizing what the players do during a turn.
  2. Blockade Table: used to find how many land SPs (if any) are subtracted from the CSA Free Reinforcement total each turn as a result of a successful US blockade.
  3. CP Cost Chart: used to find the number of Command Points (CPs) that must be spent to perform various activities.
  4. CSA Army Track: used to record which leaders are assigned to each CSA army, and which leader is the Commander of each army.
  5. CSA CP Track: used to record the availability and use of CSA Command Points (CPs).
  6. Leader Loss Table: used to determine the fate of leaders who are involved in a Disaster or who try to rally demoralized land SPs during a Campaign Phase.
  7. Terrain Key: showing what the colors and symbols on the map mean and how they affect play
  8. Turn Track: used to record the passage of time and to show the availability of Reinforcements, Cavalry Probes, and US NRPs, the Movement Allowance (MA) of land SPs and the number of VPs awarded to the CSA Player for maintaining a Trans-Mississippi Line of Communications (LOC). In addition, the Turn Track lists the number of VPs by which the CSA VP total must exceed the US VP total for the CSA Player to win an Automatic Victory.
  9. US Army Track: used to record which leaders are assigned to each US army and which leader is the Commander of each army.
  10. US CP Track: used to record the availability and use of US Command Points (CPs).
  11. US NRP Track: used to record the availability and use of US Naval Resource Points (NRPs).
  12. VP Track: used to record the accumulation of Victory Points (VPs) by both players during the game.

D. THE PLAYING PIECES

The playing pieces represent leaders, army headquarters, troops, and riverine squadrons. Also included in the game are various informational pieces used to keep track of play functions. The pieces are classified as Units (pieces moved across the map) and Markers (pieces moved along tracks on the map or placed in specific hexes or on units to indicate their status). Most units contain one or more items of information organized as shown on the sample playing pieces.

Sample pieces (as printed on the rules sheet): SAMPLE LAND SP (front and back; "Number of SPs represented by this side"); SAMPLE ARMY (Normal / Demoralized; "Name of Army"); SAMPLE RIVERINE (front and back; "Number of Riverines represented by this side"); SAMPLE LEADER (Seniority, Name, Rank, Inertia/Skill, Tried and Untried sides); SAMPLE GAME MARKERS (Command Point, Railhead, Unit Status [Unsupplied, Demoralized], VP, Game Turn, Bid, US NRP, Fort, Fortress, and Fortification markers).

Leaders contain the following attributes:

A. Seniority indicates a leader's relative seniority within his side's officer corps. The lower the number on the piece, the more senior the leader.

  1. When two or more leaders are stacked in a hex, the most senior leader with the most stars (the Ranking Leader) is in command of the first six land SPs in the hex.
  2. The next most senior leader with the most stars commands the next six land SPs and so on.
  3. In addition, the Ranking Leader in an army is always the Army Commander. Only the Army Commander or the Ranking Leader in a hex without an army can attack out of that hex.

B. Name is the name of the leader the piece represents.

C. Rank is indicated by the number of stars on the leader's piece.

  1. Leaders can be one star leaders or two-star leaders. Grant can be a three-star leader.
  2. Two-star leaders always outrank one-star leaders, regardless of the leaders' relative seniority.
  3. Grant outranks all two-star leaders once he is promoted to three-star rank. Only two-star and three-star leaders can command armies.
  4. Leaders whose rank is indicated by an outlined star instead of a solid star, start the game as one-star leaders and can be promoted to two-star leaders during play. Grant can be promoted twice, the second time to three stars.

D. Inertia is a measure of how energetic the leader is. A leader's Inertia is equal to the number of CPs it costs to activate the leader (and all of the troops under his command).

E. Skill is a measure of the leader's ability to command troops in battle and determines his influence on combat. Positive Skill Ratings benefit the leader and the troops under his command. Negative Skill Ratings are applied to their detriment. Leaders with a 0 Skill Rating have no effect on combat. When negative Skill Ratings are added to a die roll, the addition is shown by subtracting the number from the die roll. Similarly, when a negative number is subtracted from a die roll, the subtraction is shown by adding the number to the die roll.

E. GLOSSARY

There are many special terms used in the rules to describe what happens in the game.

  1. Active/Inactive Player: The player who is currently performing movement and combat during a Campaign Phase is the active player. The opponent is the inactive player.
  2. Department: US and CSA territory is divided into Departments which regulate the appearance of land SP reinforcements. The US has three departments. The CSA has two departments.
  3. Force: Refers to any stack that includes at least one Leader.
  4. Friendly: Refers to anything controlled by or belonging to one player. Units controlled by the same player are said to be friendly to each other. Units controlled by the opposing player are said to be enemy units.
  5. (US/CSA) Major City: Refers to a major city controlled by the US/CSA at the start of the game. The same terminology is also used to indicate rail hexes controlled by one player at the game's start. It is important for purposes of supply, reinforcement, and rail transport to distinguish such cities and rail hexes from those which become friendly during play.
  6. Stack: Refers to all mutually friendly pieces occupying the same hex, regardless of type.
  7. Strength Point: The troops that fought in the war are shown in the game as strength points (SPs). Each SP represents between 3500 and 5000 troops (depending on their quality). The pieces representing various denominations of SPs are completely interchangeable within the same color. Treat them like money, making change as needed to reflect reinforcements or combat losses.
  8. (US/CSA) Territory: Refers to hexes that are tinted to show who controls them at the game's start. US territory is tinted blue. CSA territory is tinted gray. Neutral territory can be controlled by either (or neither) player at the game's start, but it is always treated differently from US and CSA territory. In Missouri at the start of the game, the US controls St. Louis, Jefferson City, and St. Joseph, while the CSA controls Springfield.

PART 3: HOW TO SET UP

  1. Punch out and sort the pieces by color and type.
  2. Fold the map back against the creases and lay it out between the players on a flat surface. The US Player sits on the north side of the map; the CSA Player sits on the south side.
  3. Each side divides its leaders into two groups: those which begin the game in the leader pool, and Promoted two-star and three-star leader pieces, which are not used until a one-star leader has been promoted. Set the Promoted Leaders aside for later use and place the remaining leaders in an opaque container (the leader pool).
  4. The US player blindly draws five leaders from the US leader pool, placing one leader per hex with its Untried side showing in 0907, 3705, 3809, 3504, and 2106.
  5. The CSA player blindly draws four leaders from the CSA leader pool, placing one leader per hex with its Untried side showing in 0409, 3506, 3404, and 1014.
  6. Each side places the indicated number of land SPs in each of these hexes:
US HexUS SPsCSA HexCSA SPs
39021 SP39101 SP
37021 SP37091 SP
37041 SP36082 SPs
37058 SPs36071 SP
38092 SPs35064 SPs
36051 SP34042 SPs
35042 SPs
  1. The US player places, as desired, three SPs in any hexes in US territory and/or in any friendly city in Missouri and/or any City in West Virginia.
  2. The CSA player places, as desired, five SPs in any hexes in CSA territory and/or in Springfield, Missouri (0409).
  3. Place the Game Turn Marker in the 1 Box of the Turn Track.
  4. Place the all four VP Markers, the US NRP Marker, and both Bid Markers, in the 0 boxes of their respective tracks.
  5. Place all six CP Markers in an opaque container, the CP cup.
  6. The remaining pieces are set aside. Armies, fortifications, and riverines are built during play. Land SP pieces are used to show reinforcements or to break down pieces already on the map that suffer losses. Unit Status Markers are used to indicate the changing status of units during play. Railhead Markers are used to show which side can use a rail line for supply and movement.

PART 4: COURSE OF PLAY

AMERICAN CIVIL WAR is played in game turns, each of which represents three months of real time. Each Game Turn is divided into phases. Each phase is divided into steps indicating exactly what actions must be taken by the players. The steps must be performed in the order given. When all of the steps have been performed, the game turn is over and play continues with the next game turn. This process continues until the game ends and a winner is found as described in Part 5.

A. COMMAND PHASE

  1. The US Player blindly draws a CP Marker from the CP cup.
  2. The CSA Player blindly draws a CP Marker from the CP cup.
  3. Each side looks at its CP Marker and places it face down in the 0 box of their respective CP track. A. If this is Turn 1, skip to the FIRST CAMPAIGN PHASE. Otherwise proceed to Step 4. B. The US Player is the first player on Turn 1.
  4. Each side obscures its CP Track from the other and places its Bid Marker in the box representing the number of CPs to bid for the right to move and attack first during the turn. A player cannot bid more CPs than the number on the CP Marker drawn in Step 3.
  5. The players simultaneously show their CP Tracks to each other. The Player with the higher bid is the first player. In the event of a tie, the US Player is the first player. A. In the event that both players bid 0, skip Phases H, 1 and J of the Game Turn. [Editorial note: "1" is printed in the source; read as Phase I, the Second Campaign Phase.] B. Both players must spend a number of CPs greater than or equal to their bids by the end of the First Campaign Phase.
  6. Each side places its CP Marker on 0. Play then proceeds to the RALLY PHASE.

B. RALLY PHASE

  1. Players remove one land SP from each stack containing two or more land SPs, a Demoralized Marker, and an Unsupplied Marker. The SPs are eliminated.
  2. The US rolls one die for each stack of Demoralized US units without an Unsupplied Marker, adding to each die roll the skill rating of the ranking leader in the stack. A. If the modified result is greater than 3, the stack rallies and there is no further result. B. If the modified result is equal to or less than 3, one SP is removed from the stack and it then rallies. Remove the Demoralized Marker when a stack rallies. C. If a rally die roll results in a one-SP stack losing a SP, any Leaders in that stack are placed in the nearest friendly US major city.
  3. The CSA follows the procedure in Step 2 for each demoralized CSA stack without an Unsupplied Marker.

C. SUPPLY PHASE

  1. Each side attempts to trace a supply path from each of its stacks to a friendly supply source as described in PART 15.
  2. Unsupplied stacks are indicated by placing an Unsupplied Marker on top of them.
  3. If a stack of two or more SPs found to be unsupplied at this time already has an Unsupplied Marker, eliminate half (rounded up) of the land SPs from the stack.

D. BLOCKADE PHASE

  1. If it is Turn 3 or earlier or if Foreign Intervention has occurred, skip this Phase and proceed to the REINFORCEMENT PHASE. Otherwise, the US states whether it will blockade CSA ports this turn and how many NRPs it will devote to this activity.
  2. If the US chooses not to blockade, skip the rest of this phase and proceed to the REINFORCEMENT PHASE.
  3. If the US blockades, move the marker on the US NRP Track backward (toward the 0 Box) a number of boxes equal to the number of NRPs that will be spent on the blockade and proceed to Step 2.
  4. Find the highest numbered row on the BLOCKADE TABLE that is less than or equal to the number of NRPs being used to blockade. Read across this row to the column showing the current year. Where row and column meet, there will be two numbers separated by a slash. The US rolls one die. A. If the result is greater than the number found before the slash in Step 2, the blockade fails. No further blockades can be attempted this turn. B. If the die roll is equal to or less than the number found before the slash in Step 2, the blockade is successful. In this case, the number of CSA Free Reinforcements available this game turn is decreased by [the amount is blank in the printed source] and the number of accumulated US VPs is increased by an amount equal to the number after the slash.
  5. Regardless of the success or failure of a blockade, all NRPs used are lost.

E. REINFORCEMENT PHASE

[Editorial note: the source prints the army-creation steps as "3" (US) and "2" (CSA); they are transcribed here in printed order, and the source's own cross-references are kept.]

  1. If it is Turn 1 or 2, skip this step and proceed to Step 3.
  2. Otherwise, the US states whether it will create a new army for its ranking independent two-star leader on the map. A. A leader must occupy a friendly US major city that is not besieged in order for an army to be created for him. B. Only one army can be created per player per turn. C. If the US chooses to create a new army, place the Army piece in the hex occupied by its ranking independent two-star leader, and that leader in the Commander Box for that army (found on the US Army Track). D. Then move the Bid Marker back (toward the 0 Box) two boxes on the US CP Track to show the expenditure of two CPs for this purpose.
  3. The CSA states whether it will create a new Army for the ranking independent CSA two-star leader on the map, following the same procedures and observing the same restrictions as the US Player. Leaders must be Tried for their rank to be known and an army to be created for them during Steps 1 and 2.
  4. Both players simultaneously subtract the number in the last turn's Loss Column from the number in the STR Column for each army on their Army Rosters. A. The result is entered in this turn's STR Column for each army. B. This strength can be increased in succeeding steps during this phase. C. If an army is found to have no remaining SPs when this step is performed, the army is removed from the map and the opposing side adds five VPs to its VP total. D. The side which controlled that army rolls two dice for each leader attached to that army and finds the result on the Disaster Column of the Leader Loss Table. Apply the results immediately.
  5. The US checks the Turn Track to find the number of NRPs, Free Reinforcements, and Department Reinforcements received this Game Turn. A. The number of Free Reinforcements listed on the Turn Track is the number of US land SPs available for placement in any US Departments. B. The number of Department Reinforcements listed is the number of US land SPs available in each of the three US Departments. C. The number of NRPs listed are available for use anywhere on the map. If Foreign Intervention has occurred, half (rounded down) the printed number of US NRPs is available. The rest are lost.
  6. The US places the number of land SPs found in Step 4 in one or more friendly US major cities that are not besieged and/or adds them to any supplied army that is within its current MA of such a city. A. There is no limit to the number of SPs that can arrive as reinforcements in a particular hex. B. Reinforcements can be added to any combination of cities and armies as long as the number of SPs found in Step 4 is not exceeded and Department Reinforcements scheduled to appear in one Department are not placed in a hex in another Department. C. The US advances the NRP Marker a number of boxes along the US NRP Track equal to the number of NRPs received in Step 4. If this addition results in a number higher than 30, any NRPs above that number are lost.

F. FORTIFICATION PHASE

  1. The US removes from the map friendly Fortification Markers as desired. These markers can be reused later in the game to represent newly built fortifications.
  2. The CSA removes from the map friendly Fortification Markers as desired. The markers can be reused later in the game to represent newly built fortifications.
  3. The US builds fortresses in friendly cities containing a fort and six or more supplied land SPs, as desired. Expend two CPs for each Fortress. Flip over each Fort Marker to its Fortress Side. The Fortress immediately begins to function in all ways as a normal US Fortress replacing the Fort.
  4. The CSA builds Fortresses in friendly cities containing a fort and six or more supplied land SPs, as desired. Expend two CPs for each Fortress. Flip over each Fort Marker to its Fortress Side. The Fortress immediately begins to function in all ways as a normal CSA Fortress replacing the Fort.
  5. The US builds Forts in hexes occupied by two or more supplied land SPs, as desired. Expend two CPs for each Fort if it is Turn 10 or earlier and one CP if it is Turn 11 or later. Place a Fort Marker in the desired hex and the Fort immediately begins to function normally.
  6. The CSA builds Forts in hexes occupied by two or more supplied land SPs, as desired. Expend two CPs for each Fort if it is Turn 10 or earlier and one CP if it is Turn 11 or later. Place a Fort Marker in the desired hex and the Fort immediately begins to function normally.

G. NAVAL PHASE

  1. If St. Louis, Cincinnati, and Pittsburgh are all friendly to the CSA or if it is Turn 3 or earlier, skip this phase and proceed to Step 1 of the First Campaign Phase. Otherwise the US states whether it will spend NRPs to build riverines. If it chooses not to build riverines, skip the rest of the phase and proceed to Step 1 of the First Campaign Phase. If the US chooses to build riverines, proceed to Step 2.
  2. The US spends five NRPs (moving the NRP Marker along the NRP Track to show the expenditure) and places a Riverine Unit with its 1 side showing on St. Louis, Cincinnati, or Pittsburgh (if Friendly) or flips over a riverine occupying a river hexside of one of those cities (if friendly) from its 1 side to its 2 side.
  3. If it is Turn 11 or later, repeat Steps 1 and 2. Otherwise, proceed to Step 1 of the First Campaign Phase.

H. FIRST CAMPAIGN PHASE

  1. The first player activates leaders and land SPs by spending the appropriate number of CPs listed on the CP Cost Chart for each activated SP or force. Only riverines and activated units can move and attack during the rest of the phase.
  2. The first player moves activated units, as desired, in any direction(s) as far as desired within the limits of the current MA and the rules in PART 10.
  3. The first player uses rail transport to move activated units, as desired, from their current hex to any other hex connected to it by a continuous line of friendly Rail Hexsides, regardless of the presence of enemy ZOCs. A. The sides of rail hexes through which a rail line passes are rail hexsides. B. Where a rail line meets a ferry hexside, the ferry is considered to be a continuation of the rail line. C. Units cannot conduct overruns while using rail transport. D. Units moved in Step 2 cannot be moved in this step. E. In addition, no more than six US land SPs and three CSA land SPs (and any number of leaders of either side) can use rail transport during a turn. F. Units can attack adjacent enemy units during the same campaign phase in which they use rail transport.
  4. The first player uses naval movement, as desired, to move any riverines and/or activated units as described in PART 12. Pieces moved in Steps 2 or 3 cannot be moved during this step.
  5. The first player specifies the activated leaders next to or in the same hex with enemy land SPs or armies that will attack during Step 6.
  6. The first player performs each attack announced in Step 5, using the procedure found in PART 14.
  7. The second player performs Steps 1-6.

I. SECOND CAMPAIGN PHASE

The players repeat the First Campaign Phase, using the MA for the Second Campaign Phase found on the Turn Track.

J. THIRD CAMPAIGN PHASE

The players repeat the First Campaign Phase, using the MA for the Third Campaign Phase found on the Turn Track.

K. SIEGE PHASE

  1. Determine Siege Situation: A. If there are no besieged CSA stacks on the map, skip this Step and proceed to Step 3. B. Otherwise, the US states which US forces will conduct siege operations against besieged CSA stacks occupying the same hex. C. If the US does not want to conduct any siege operations, skip the rest of this Step and proceed to Step 3. D. To conduct siege operations, state how many CPs will be spent on each siege (minimum of one, no maximum) and subtract them on the CP Track.
  2. The US force occupying a hex with a CSA stack is used to attack the besieged CSA stack, following the same procedure as that for normal combat described in PART 14 except that the die roll is not modified for any reason, the combat ratio is shifted one column to the right for each CP spent on siege operations in Step 1, the attacker ignores all losses (including those required by terrain) and the defender is completely eliminated if demoralized and unable to rally. A. If the defender is eliminated, the fortress is captured intact (i.e., it is not destroyed). B. For each leader eliminated as a result of siege operations, the US adds five VPs per star to its VP total. C. If an army is eliminated, add five VPs are to the US VP total.
  3. If there are no besieged US stacks on the map or if Foreign Intervention has not occurred, skip this step and proceed to Step 1 of the GAME TURN PHASE. Otherwise, the CSA Player repeats Steps 1 and 2.

J. GAME TURN PHASE

[Editorial note: the source prints this phase's letter as "J" (a repeat of Third Campaign Phase); it is transcribed as printed.]

  1. If it is Turn 16 or the US has at least fifty VPs or the CSA has a number of VPs in excess of the US total equal to the Automatic Victory VP Differential found on the Turn Track, the game is over. Determine the winner as described in PART 5. Otherwise, proceed to Step 2.
  2. If Foreign Intervention has occurred, skip this step and proceed to Step 3.
  3. Otherwise, if the CSA has at least thirty more VPs than the US, Foreign Intervention occurs immediately. A. For the rest of the game, the number of US NRPs available is halved. B. The CSA receives one additional land SP per Department and one additional land SP as a Free Reinforcement per turn. C. All further US sea assaults and sea transport cost double CPs and NRPs. D. The Blockade Phase is skipped for the rest of the game.
  4. If it is Turn 12 or later or if West Virginia has joined the Union, skip this step and proceed to Step 4. A. Otherwise, the US rolls two dice and modifies the result by subtracting the number of the current turn and the number of US land SPs currently in West Virginia. If the modified result is 3 or greater, nothing happens. If the modified result is 2 or less, West Virginia joins the Union. B. West Virginia automatically joins the Union on Game Turn 12. C. As soon as West Virginia joins the Union, it is treated as US territory (i.e., as if the state were tinted blue) for the rest of the game.
  5. The CSA now attempts to trace a Line of Communication (LOC) from any friendly CSA city west of the Mississippi River to New Orleans, Memphis, or Vicksburg. A. The LOC must consist of any number of friendly hexes in CSA or neutral territory that are not occupied by US land units and any number of hexsides that are not blocked, tidal river, or ridge hexsides, and are not in the ZOC of US Riverines. B. The city (New Orleans, Memphis, or Vicksburg) to which the LOC is traced must qualify as a CSA supply source or must be connected by an unbroken path of friendly rail hexes to a CSA supply source. C. The city cannot be besieged. D. If all of these conditions are met, the CSA adds the number of VPs listed under the CSA Trans-Mississippi VP Bonus on the Turn Track VPs to its VP total. E. If any of the conditions are not met, no bonus is received.
  6. Each side checks to see if it occupies any enemy cities for the first time during a GAME TURN PHASE with one or more land SPs. A. For each such city, increase the VP total by an amount equal to the number printed in the city's symbol. B. Once these VPs are awarded, they are never lost, even if the city is recaptured by the side which originally controlled it. C. Record the cities that each side has received such VPs for so that they are not accidentally awarded twice for the same enemy city.

PART 5: HOW TO WIN

  1. A player wins the game by accumulating a greater number of VPs than the other.
  2. VPs are awarded for: A. Capturing enemy cities, B. Destroying enemy armies, C. Eliminating enemy leaders, D. Successful blockades, E. Violation of Kentucky's neutrality, and F. Maintenance of a CSA Trans-Mississippi LOC.
  3. As VPs are accumulated, advance the VP Markers along the VP Track.
  4. The CSA wins the game during Step 1 of a GAME TURN PHASE if it has a number of VPs in excess of the US VP total equal to the current Automatic Victory VP Differential on the Turn Track or if the US fails to earn 50 VPs by the end of the game. The US automatically wins when its VP total is 50 or higher during Step 1 of a GAME TURN PHASE.

PART 6: REINFORCEMENTS

During the REINFORCEMENT PHASE, new land SPs, US NRPs, armies, and leaders enter the game as indicated on the Turn Track and in PART 4: COURSE OF PLAY.

A. CSA REINFORCEMENTS

  1. The availability of CSA reinforcements is affected as follows: A. For every three CSA major cities controlled by the US in a department, that department's reinforcements are decreased by one land SP per turn. B. For each successful blockade, the CSA loses 1-4 land SPs from its Free Reinforcements that turn. C. For every three CSA ports controlled by the US, the CSA loses one SP from its Free Reinforcements for that turn. D. If Foreign Intervention occurs, all types of CSA reinforcements are increased for the rest of the game.
  2. Reductions of reinforcements in excess of a department or free limit are not removed from the other category of reinforcement. They are ignored.
  3. A major city that is also a port has a double effect on reinforcements if it is captured. It counts as a captured major city and as a captured port.

B. MILITIA

  1. Militia are a special type of reinforcement that enter the game during the CAMPAIGN PHASES. Whenever any state (except Missouri, Kentucky, Virginia, and West Virginia) is first entered or attacked into by enemy units, that state's militia is mobilized by placing 1 SP on any city in that state.
  2. The active player must notify the inactive player of the intention to move or attack across a hexside coinciding with a state border.
  3. The inactive player then deploys one friendly SP in any one of that state's cities.
  4. The inactive player can also trigger the appearance of militia by retreating across an enemy state border during combat.

PART 7: ARMIES AND COMMAND

Leaders allow players to efficiently move units and attack. All Leaders enter the game with their Untried side showing. Their Tried side is not revealed to either Player until they first participate in combat or are examined during the REINFORCEMENT PHASE. Army Markers represent the staff and logistics train necessary for the control of large forces. They are named for historical interest.

A. INDEPENDENT LEADERS

  1. Leaders not assigned to armies are Independent Leaders.
  2. Independent leaders can never command more than six SPs and can never command other leaders.
  3. When several independent leaders occupy the same hex, the ranking leader commands the first six SPs, the second most senior the next six SPs, and so on.
  4. Independent Leaders without SPs to command still affect combat when their hex is attacked.
  5. When the ranking leader moves out of a hex, he can take up to six SPs with him.
  6. Less senior leaders leaving a hex must leave the ranking leader at least six SPs, taking only those SPs that their rank entitles them to command.
  7. Independent Leaders can drop off SPs as they move.
  8. Independent Leaders can move into a hex with activated SPs other than those which moved with them and can use those SPs to attack.
  9. Activated SPs can be moved into a hex occupied by an activated Independent Leader and can immediately be used by that leader in combat.
  10. Land SPs that begin a CAMPAIGN PHASE under the command of a leader and remain under that leader's command throughout the phase, can move and fight without being activated separately.
  11. The activation of a leader also activates any land SPs that he commands.

B. ARMIES

  1. Players create armies during the REINFORCEMENT PHASE as described in PART 4: COURSE OF PLAY.
  2. Previously destroyed armies can be rebuilt using this same procedure.
  3. The number of armies on the map cannot exceed the number provided in the sheet of playing pieces.
  4. Each army piece can represent a maximum of 24 SPs, one Commander, and four Subordinate Leaders.
  5. When deployed on the map, the army represents this entire force.
  6. Strength is kept secret from the opposing player and is recorded in the STR Column of the Army Roster, under the army's name. Army losses are recorded in the Loss column of the Army Rosters.

C. ARMY COMMAND

  1. Once assigned to the Commander Box of an army on the Army Track, a leader is never removed from command unless he is sacked, outranked, or suffers a W or K result on the Leader Loss Table. A. An Army Commander commands his army and all Subordinate Leaders and SPs assigned to it. By paying the Inertia cost of the Commander, the entire force is activated and is able to move and fight. B. A two-star leader who is not an Army Commander is automatically appointed Army Commander during Step 16 of any REINFORCEMENT PHASE in which he is the ranking Tried leader on an Army Track or in a hex with a leaderless army or an army commanded by a less senior two-star leader. C. A two-star leader automatically becomes commander of a leaderless army at the beginning of any CAMPAIGN PHASE in which he is the Ranking Leader in the hex with that army or by occupying a box on the Army Track of that Army. D. A leaderless army (one lacking a commander) can defend, but cannot attack. It is activated at a cost of two CPs.
  2. U.S. Grant can command any army the US chooses once he is promoted to three-star rank. A. Once activated, Grant can be moved to the army's hex during any CAMPAIGN PHASE and placed on top of the existing Commander on the Army Track, taking immediate temporary command. The existing commander remains under Grant in the Commander's Box, but Grant's ratings are then used to move the army, establish column shifts, etc. B. Grant cannot, however, activate an unactivated army simply by moving onto that army. The army must have already been activated for Grant to move and attack with it during the phase he is placed on the army's Commander Box. C. Should Grant be in command of an army when promoted to three stars, he can be removed from the command of that army as soon as another two-star leader is in the same hex during a COMMAND PHASE and can then immediately begin taking temporary command of armies as described above.

D. SUBORDINATE LEADERS

  1. Leaders in a hex with an army can be placed on the Army Track during the COMMAND PHASE if a Subordinate Leader Box is available.
  2. Untried Leaders can be placed in Armies when picked from the Leader Pool but are considered outranked by Tried leaders for purposes of seniority.
  3. As an army moves, it can drop off subordinates and SPs, but these can move no further that CAMPAIGN PHASE [as printed; the phrase is incomplete in the source].
  4. Subordinates can never be sent to a destination different from that of the parent army unless they are detached (replaced on the map) and their own Inertia Cost is paid to activate them.
  5. Leaders, detached from an army, cannot be reattached until the next COMMAND PHASE, if they are again in the same hex with an army.

PART 8: FORTIFICATIONS

  1. There are two types of fortifications in the game: Forts and Fortresses. A. Forts represent entrenchments and other prepared defenses of a temporary nature. B. Fortresses represent more powerful defensive works.
  2. Each player can build an unlimited number of fortifications during a FORTIFICATION PHASE. However, only one Fortification Marker at a time can occupy a given hex.
  3. Fortifications can be destroyed (removed from the map) by the controlling player during the FORTIFICATION PHASE.
  4. Forts are automatically destroyed whenever a stack of defenders is forced to retreat from a hex containing a Fort.
  5. Fortifications are controlled by the player whose land SPs were the last sole occupants of their hex.
  6. Fortification effects are explained in PARTS 4 and 14.

PART 9: ZONES OF CONTROL (ZOCs)

  1. Land SPs exert a ZOC over the six hexes adjacent to them.
  2. Riverine Units exert a ZOC into the hexside that they occupy.
  3. Leaders and fortifications never exert a ZOC.
  4. When a land SP enters a hex in an enemy ZOC, it must stop moving for the rest of the CAMPAIGN PHASE.
  5. Units that begin a CAMPAIGN PHASE in the ZOC of an enemy land SP can move directly to another hex in an enemy ZOC but must then stop moving.
  6. Units can freely leave an enemy ZOC to enter a hex that is not in an enemy ZOC. They must, however, stop upon entering a hex in an enemy ZOC.
  7. Land ZOCs are negated by tidal river hexsides, ridges, gaps, and the ZOCs of Riverine Units.
  8. ZOCs extend out of (but not into) cities.
  9. All ZOCs are negated by blocked hexsides.
  10. Only the ZOCs of riverines and land SPs in fortifications affect movement along river hexsides and coastal hexes.
  11. Riverines can move along hexsides in the ZOC of enemy land SPs in fortifications, but can be destroyed in the process.
  12. Riverines project a ZOC only into the hexside to which they are pointed. Land units using River Transport can never enter the ZOC of riverines or of enemy land SPs in fortifications.
  13. The ZOCs of land units that are not in fortifications never stop river movement.
  14. Stacks containing two or more SPs that are forced to retreat into an unoccupied hex or across a hexside in an Enemy ZOC lose one SP.

PART 10: LAND MOVEMENT

  1. In order to move, Leaders and land SPs must be activated by spending CPs.
  2. Spending CPs equal to the Inertia Rating of a leader allows that leader and all the SPs under his command to move and attack together.
  3. SPs not commanded by a leader can be activated at a cost of one CP per SP.
  4. Move the Bid Marker back one box (toward the 0 Box) on the CP Track for each CP spent to activate a Leader or SP.

A. HOW TO MOVE

  1. During each CAMPAIGN PHASE, players can move any or all of their activated land SPs and Leaders in any direction(s) limited only by the current Movement Allowance (MA), terrain, and enemy ZOCs.
  2. Each stack is moved individually, hex by hex, and must complete its movement before another stack can move.
  3. SPs and Leaders can move during any or all CAMPAIGN PHASES of a turn, but must be reactivated each Phase by spending CPs. The MA varies, depending on the Game Turn and Phase. The variable MA is listed on the Turn Track and is the number of hexes that each activated land unit can move during a CAMPAIGN PHASE.
  4. A unit's movement can be interrupted by terrain and Enemy ZOCs.
  5. Land SPs and Leaders can enter all types of hexes, but cannot cross tidal river, ridge, or blocked hexsides, except that leaders and SPs transported by sea or river transport or conducting a sea assault can cross blocked hexsides.
  6. There is no hex grid over the mountainous terrain on the map because entry is prohibited to all units.
  7. Land SPs and leaders cannot enter an enemy city during land movement. They can enter their own cities that are currently enemy-controlled but not occupied by enemy land units.
  8. Enemy cities can be entered during Step 1 of RESOLVING COMBAT.
  9. Land SPs and leaders cannot enter hexes occupied by enemy land SPs except during a sea assault, overrun, or advance after combat.
  10. Any number of friendly pieces can end a phase in the same hex.

B. LEADERS AND MOVEMENT

  1. When a leader activates land SPs, he must move with those units. Leaders cannot send units to one location and then move somewhere else.
  2. Leaders and armies can drop off SPs as they move, but never their last SP.
  3. Instead of moving with land SPs, leader pieces can be relocated, but they cannot be relocated and move with SPs during the same CAMPAIGN PHASE. A. To relocate a Leader, pay the leader's inertia cost, and place him in any other friendly occupied, supplied hex on the map that can be reached by tracing a path of friendly hexes, free of enemy units and their ZOCs, that does not cross a blocked, ridge, or tidal river hexside. B. Relocated leaders can do nothing except defend for the remainder of the CAMPAIGN PHASE. C. As an exception, Grant can be relocated and still exercise normal command when at three-star Rank.

C. OVERRUNS

  1. A force that has a 5 to 1 superiority in strength over an enemy unit or stack that does not occupy a city or fortification can ignore that unit's ZOC, enter its hex, and eliminate it from play during movement.
  2. Overruns are conducted during movement, are not considered combat, and no die rolls are required.
  3. To conduct an overrun, the number of SPs in the enemy stack must be known (possibly requiring use of a Cavalry Probe).
  4. Terrain benefits affecting the defender are applied before the resolution of the overrun; thus, an overrun possible in a clear hex may not be possible through a gap or river hexside.
  5. Riverines cannot assist in an overrun.
  6. During an overrun, the defending units are eliminated and the attacker moves into their hex. If that hex is in an enemy ZOC, the force must either conduct another overrun, or stop moving.
  7. There is no limit to the number of overruns that can be conducted by a single force, subject only to the current MA. However, for each overrun the force loses one hex of movement, in addition to the cost of entering the hex.
  8. Overruns are not affected by skill ratings and do not show the identity of untried leaders.
  9. Untried leaders eliminated in an overrun are returned to the Leader Pool for future use.
  10. After conducting an overrun, the attacker automatically loses any strength called for by the Terrain Key as if it had attacked across the hexside through which the stack entered the hex. All terrain effects are cumulative.

PART 11: RAIL MOVEMENT

  1. At any given moment, each side's rail net consists of all friendly rail hexes. A. Both sides can use the hexes in their rail nets to trace supply paths and to transport their land SPs and leaders during Step 3 of each CAMPAIGN PHASE. B. Whenever two Rail Hexes controlled by different sides are next to each other, mark each hex with a Rail Head Marker to indicate the end of each player's rail net.
  2. When the game begins: A. Rail hexes in US Territory (tinted on the map), West Virginia, Missouri, hex 3605, and the rail line from 3404 to 2805 and 2903 are part of the US rail net. B. All rail hexes in Kentucky are neutral. C. All other rail hexes on the map are part of the CSA rail net.
  3. Kentucky rail hexes become friendly to a side (and are treated as part of its rail net) when that state becomes friendly either due to that side accumulating VPs or the opposing side invading the state.
  4. In addition, a rail hex is always friendly to the last player to occupy that hex with one or more land SPs. The effect of occupying a rail hex with land SPs always supersedes all other factors that determine the status of the rail hex.

PART 12: NAVAL MOVEMENT

Both Players can move units by water during a CAMPAIGN PHASE.

A. RIVER TRANSPORT

  1. The US can move up to four activated land SPs and any number of leaders per turn by River Transport.
  2. The CSA can move up to two activated SPs and any number of leaders per turn by River Transport.
  3. Units using this option can move an unlimited number of connected major and/or tidal river hexsides per turn.
  4. The units and leaders must be activated and must begin and end movement next to a major and/or tidal river hexside.
  5. Units using this option cannot use any other type of movement during the CAMPAIGN PHASE, but can attack normally.
  6. Units using this option cannot move into a hexside containing the ZOC of an enemy land SP in a fortification or a riverine's ZOC.

B. SEA TRANSPORT

  1. The US Player can move activated land SPs by Sea Transport by spending one NRP per transported land SP. Leaders can use Sea Transport at no NRP cost.
  2. Units being transported by sea must begin the CAMPAIGN PHASE in a port or coastal fortification and can move to any other friendly port or coastal fortification, ignoring ZOCs.
  3. They cannot use any other form of movement during the CAMPAIGN PHASE they are transported, and cannot attack adjacent Enemy units during the Phase, but defend normally.
  4. There is no limit (other than NRP availability) to how many leaders and SPs can use Sea Transport.

C. SEA ASSAULT

  1. The US can use Sea Assault against one enemy coastal hex per turn with up to six activated land SPs under the command of a leader.
  2. The hex can contain any type of terrain.
  3. If the hex is occupied by enemy land SPs, the US SPs are placed on top of the enemy SPs.
  4. Hexes containing enemy cities or SPs must be attacked during Step 6 of the phase. The presence of terrain and fortifications affects this combat as described in PART 14.
  5. In addition, if the attacker is Demoralized and cannot rally (regardless of the effect on the defender), the attacking pieces are automatically returned to the hex from where the Sea Assault originated.
  6. An assaulting force can only attack enemy pieces in the same hex. It cannot attack adjacent enemy pieces.

D. RIVERINES

  1. US Riverines represent flotillas of armed steamboats and armored gunboats. The pieces provided represent one riverine on one side and two riverines on the reverse.
  2. Riverines move along hexsides instead of through hexes. Although riverine pieces must be placed in a hex, they are actually considered to occupy the hexside to which their arrow points.
  3. Riverines can be moved in each CAMPAIGN PHASE up to five coastal hexes and an unlimited number of major and tidal river hexsides.
  4. Riverines cannot cross blocked hexsides.
  5. At the end of a CAMPAIGN PHASE in which a riverine ends its movement in a coastal hex, roll a die: on a 1 the riverine is sunk in a storm.
  6. Riverines can only enter a hexside of a hex containing enemy SPs in a fortification if they run each hexside through which they want to move. A. Movement is halted in a hex adjacent to such a hexside. Roll a die separately for each riverine. B. On a 5-6, the riverine is sunk. C. On any other result, it can enter the hexside. D. If all controlled hexsides have been successfully run, the riverine can continue to move. E. If a riverine enters a controlled hexside adjacent to two enemy fortifications, it must roll separately for each fortification.
  7. A riverine can remain adjacent to an enemy fortification for as long as a player wants.

PART 13: CAVALRY

  1. The active side can always look at the top piece in an enemy stack, but can only examine other units in an enemy stack by expending a Cavalry Probe at the moment it wants to look at the enemy stack.
  2. A probe may be used during any CAMPAIGN phase or during the SIEGE phase.
  3. The number of cavalry probes available to each player is listed on the Turn Track. Players can never expend more probes than they have available during a turn, and cannot save them for use in a later turn. If not used during the turn they become available, they are lost.
  4. Each probe is considered to originate from a hex occupied by a friendly leader and at least one land SP. This hex must be in scouting range of the enemy hex. Scouting range is the distance is the number of hexes equal to the Skill Rating of the ranking leader in the hex from which the scouting Range is traced (inclusive of the enemy-occupied hex, but exclusive of the hex occupied by the Friendly Leader).
  5. If the scouting range is 0 or less, a cavalry probe can only be used in the hex the leader occupies.
  6. Cavalry probes show: A. The number of land SPs, untried leaders, and riverines, B. The identity of tried leaders, and C. The type of fortification (if any) in the hex.
  7. Cavalry probes never reveal the identity of untried leaders.

PART 14: COMBAT

  1. Active leaders in command of land SPs or armies adjacent to or in the same hex with enemy land units or an unoccupied enemy city during Step 5 of a CAMPAIGN PHASE can attack the units city unless they are separated by a blocked, ridge, or tidal river hexside.
  2. The active player is the attacker and the inactive player is the defender.
  3. Combat is initiated at the discretion of the active player, but once an attack is announced during Step 5, it must be carried out during Step 6.

A. WHO CAN ATTACK

  1. Activated ranking leaders can attack enemy units in the same or an adjacent hex during any or all CAMPAIGN PHASES of a turn.
  2. Leaders can never attack by themselves: they must be in command of land SPs.
  3. Only one attack can be made from a hex per CAMPAIGN PHASE, and that attack must be made by the ranking leader in that hex.
  4. Leaders cannot attack across hexsides through which movement is prohibited (see Terrain Key).
  5. Units can be attacked more than once per CAMPAIGN PHASE.
  6. A force can attack more than one hex at the same time in a single combined attack.
  7. Attacks from one hex can never be combined with attacks from another hex.
  8. Every SP in a hex defends if attacked.

B. RESOLVING COMBAT

Each combat announced during Step 5 of a CAMPAIGN PHASE is resolved during Step 6 of the same Phase by performing the Steps below:

  1. Determine Combat Situation: A. If the hex being attacked is an unoccupied enemy city, skip the entire combat procedure below and advance all attacking pieces into the hex. The city in that hex becomes friendly. B. Otherwise, the active player totals the number of land SPs under the command of the attacking leader. C. If the attack is taking place against a hex that includes a ferry or major river hexside containing one or more of the active player's riverines, the active player must decide whether to conduct a Combined Operation. It costs one CP to conduct a Combined Operation.
  2. The inactive player totals the number of friendly land SPs in the hex being attacked and the number of friendly riverines in a hexside of that hex, modifying the result by the Combat Column of the Terrain Key for each terrain type or hexside: A. If more than one of type of terrain is present in the defender's hex, add one for each terrain type present. B. If more than one type of hexside is being attacked through, add one for each type of hexside being attacked through.
  3. The totals from Steps 1 and 2 are expressed as a simplified combat ratio (attacker's strength to defender's strength) rounded off in favor of the defender. Example: Five land SPs attacking two land SPs in a clear hex would yield a combat ratio of 2 to 1.
  4. Find the range in the Strength Column in the Combat Table Determination Chart within which the number found in Step 1 falls. Select the Combat Table in the same row as that span of numbers to resolve the combat.
  5. Find the column on the Combat Table found in Step 4 that is the same as the combat ratio found in Step 3. A. The Combat Tables are divided into Combat Ratio Columns and Combat Differential Columns. B. If the combat ratio found in Step 3 is greater than the highest combat ratio found on the COMBAT TABLE being used, use the highest combat ratio shown on the COMBAT TABLE. C. If the combat ratio is lower than the lowest combat ratio shown, the combat ratio used is the lowest combat ratio shown. D. If the combat ratio found in Step 3 is less than the highest combat ratio shown and greater than the lowest combat ratio shown, but does not appear on the Combat Table, subtract the attacker's strength from the defender's modified strength. The resulting positive or negative number is the Combat Differential. Find the highest Differential Column on the Combat Table that is less than or equal to this number and use that column to resolve the attack.
  6. The Combat Adjustments Table governs column shifts for all three Combat Tables. A. If the net result of all the shifts is positive, shift the Combat Ratio/Differential that number of columns to the right. B. If the result is negative, shift the Combat Ratio/Differential that number of columns to the left. C. If the net shift is greater than three columns, ignore any column shift above three. D. If a column shift results in the Combat Ratio/Differential Column being higher than the highest combat ratio or lower than the lowest combat ratio on the Combat Table, use the highest or lowest column, as appropriate, to resolve the combat.

D. DEMORALIZATION

[Editorial note: the source letters this subsection "D" directly after B; the letter C does not appear in the source and is not supplied here.]

  1. Demoralization results affect every leader and land SP in a hex, even if they did not participate in the combat.
  2. Upon ending their movement in a hex with demoralized pieces, units that were previously undemoralized become demoralized. Demoralized units are identified by placing a Demoralized Marker on them, or by flipping them over if they are armies.
  3. Demoralized leaders and SPs cannot enter enemy territory. If they begin a Campaign Phase in enemy territory, they cannot attack.
  4. Demoralized leaders and SPs in enemy territory can move only if they are supplied and end their movement closer to their supply source.
  5. Demoralized SPs suffer a detrimental column shift in combat and lose one additional SP every time they suffer a D result in combat.
  6. If a demoralized leader moves to a new hex, all units in that hex also become demoralized.
  7. A demoralized leader that is alone in a hex during the RALLY PHASE rallies automatically.

D. SIEGES

[Editorial note: the source also letters this subsection "D".]

  1. When a defender in a Fortress hex must retreat, it may elect to retreat inside the Fortress or retreat out of the hex.
  2. If a defender retreats inside a fortress, the attacker can then advance into the hex with the defending stack. If this happens, a siege is initiated and the defending units become Besieged. A. Upon becoming besieged, units lose their ZOC, rally if demoralized, and become unsupplied. B. They cannot move and can only attack enemy units in the same hex. C. They can be attacked by an enemy force in the same hex during subsequent Campaign Phases, but cannot be attacked by adjacent forces. D. If forced to retreat, they are eliminated and the attacker receives five VPs per star for each eliminated leader and five additional VPs if a besieged army is eliminated. E. Forces friendly to the besieged stack can attack the besieging force from an adjacent hex, but such attacks cannot be combined with attacks by the besieged stack. F. These effects continue as long as the stack is besieged.
  3. Breaking the siege: A. A siege is broken whenever the besieging player has no more land SPs in the hex with the besieged stack or whenever any besieging land SPs in the hex are not commanded by a leader. B. When the siege is broken due to leader loss, the besieging player selects an adjacent hex and places its units there. If no hex exists which the units can enter, they are eliminated.
  4. The side conducting a siege: A. Can freely move its pieces into and out of the hex. B. Traces supply normally.

E. LEADER LOSSES

Roll on the Leader Loss Table when required. Results are explained in the Leader Loss Explanation Chart. If an entire force is lost in non-siege combat but the leader is not killed or wounded, place him in the nearest friendly city.

PART 15: SUPPLY

The supply state (supplied or unsupplied) of land SPs and riverines is judged during the SUPPLY PHASE and depends upon the proximity of a supply source. Once determined, a unit's supply state does not change until the next SUPPLY PHASE. Unsupplied stacks are indicated by placing an Unsupplied Marker on top of them.

A. SUPPLY SOURCES

  1. Units are supplied when they occupy, are adjacent to, or can trace a supply path to a friendly supply source during the SUPPLY PHASE.
  2. US supply sources include: A. Friendly rail hexes on the north map edge, or any friendly, unbesieged US major city connected by a continuous path of friendly rail hexes to another friendly, unbesieged US major city or to the north map edge. B. Friendly US major cities in Missouri as long as at least one hex adjacent to them is free of enemy units and ZOCs. They need not trace a path of rail hexes to another city or the north map edge. C. Coastal hexes on the map as long as the US expends one NRP per SP tracing supply to them.
  3. CSA supply sources include: A. Any friendly, unbesieged CSA major city east of the Mississippi, connected by a continuous path of friendly rail hexes to another friendly, unbesieged CSA major city east of the Mississippi. B. Friendly CSA major cities west of the Mississippi as long as at least one adjacent hex is free of enemy units and ZOCs.

B. HOW UNITS ARE SUPPLIED

  1. To be supplied, units must be in or adjacent to a supply source, or they must be on a rail hex, or adjacent to a major or tidal river hexside that traces back to a friendly supply source.
  2. A supply path can be of any length and can be composed of any combination of rail hexes and river hexsides.
  3. Railroads and major and tidal rivers link to each other where they cross or end in the same hex.
  4. West of the Mississippi: A. Units west of the Mississippi are supplied if they can trace a supply path consisting of any types of hexes through which they could move and no longer than their current MA in length to any friendly supply source. B. This supply path need not consist of rail hexes and cannot consist of major or tidal river hexsides.
  5. Supply by land is blocked by enemy land SPs or Rail Net Markers that physically occupy a rail hex into which friendly units are attempting to trace a supply path.
  6. Supply by river is blocked by the ZOCs of enemy land SPs in fortifications and by riverine ZOCs.

C. SUPPLY EFFECTS

  1. Unsupplied units move and fight normally.
  2. If unsupplied during the following SUPPLY PHASE, forces lose half of their SPs, rounding fractions up.
  3. Losses are deducted every turn that a force remains unsupplied, or until it is reduced to one SP. A force of one SP is always supplied.
  4. Leaders are the only reinforcements that can be placed on unsupplied stacks.

PART 16: NEUTRALITY

Kentucky, West Virginia, and Missouri begin the game as neutrals.

A. KENTUCKY

  1. Kentucky begins the game friendly to neither side.
  2. As soon as the US earns one VP, Kentucky becomes friendly to the US, and the CSA immediately places one land SP in any friendly city in Tennessee.
  3. If the CSA earns five VPs before the US earns one VP, Kentucky becomes friendly to the CSA instead, and the US immediately places one land SP in Cincinnati (if friendly).
  4. If invaded by an active player's land SP while still neutral, Kentucky becomes friendly to the other side. The other side also receives five VPs and places one friendly land SP in any Kentucky city.
  5. Units may not retreat into Kentucky while it is neutral.
  6. Kentucky rail hexes become friendly to the side that wins the state through the acquisition of VPs, or to the side that did not invade.
  7. River hexsides adjacent to Kentucky can be used to trace supply, for river transport, and to move riverines while the state is neutral.
  8. Demoralized units of both sides can continue to attack in Kentucky.

B. MISSOURI

  1. Missouri is an open state for all game purposes.
  2. Demoralized units can freely move and attack while in Missouri.

C. WEST VIRGINIA

West Virginia becomes US territory. See PART 4.

EXAMPLES

TRACING SUPPLY EXAMPLE

It is Winter 1863. The MA is 3.

[The source example is a map figure with stacks lettered A through K and a rationale table. The table is transcribed below; the map itself is not reproduced.]

USCSAStatusRationale
AUSupply path to Little Rock (hexes) is one hex greater than the current MA.
BSSupply path along the Mississippi to a number of US major cities.
CSRail supply path to a supply source.
DUOnly possible supply path is blocked by CSA Stack K.
E?Three SPs in stack, supplied only if the US spends three NRPs (one NRP per SP) to supply the entire stack by sea. If only two NRPs were available for this purpose, the entire stack would be unsupplied.
FS

[The final row carries no stack letter in the printed table.]

RIVERINES

A. Riverine A moves down the Tom Bigbee River along hexsides 1-4. Hexside 5 is in the ZOC of CSA Stack C, which occupies Fortress B. Therefore, Riverine A must run the fortress.

B. The US rolls a 2, allowing the riverine to run the fortress and enter hexside 5.

C. The US wants to move to the Alabama River, so traces a path through hexsides 6-14. Hexside 14 is next to Selma, occupied by CSA Stack D.

D. If the US attacks CSA Stack D with US Stack E during this or any future Campaign Phase, it may use the riverine in the attack by conducting a combined operation.

3206
1 SP
30041 SP34121 SP
28061 SP32191 SP
16251 SP17131 SP
24031 SP10142 SPs
18041 SP13241 SP
21061 SP15251 SP
11041 SP02201 SP
09073 SPs05161 SP
05071 SP04091 SP
  • The CSA performs Steps 4 and 5, modifying the number of Reinforcements per PART 6.
  • The US draws one leader from its Leader Pool and, without looking at it, places it with its Untried side up in any friendly, unbesieged US major city, or in any hex containing a supplied US army or land SP. When all leaders have been drawn from the US Leader Pool, skip this step.
  • The CSA draws one Leader from its Leader Pool and, without looking at it, places it with its Untried side up in any friendly, unbesieged CSA major city, or in any hex containing a supplied CSA army or land SP. When all leaders have been drawn from the CSA Leader Pool, skip this step.
  • The US states whether it will promote one Tried US leader. A. If it does not promote a Leader, skip the rest of this Step and proceed to Step 10. B. If promoting a leader, pick up the leader's piece and remove it permanently from play, replacing it with a piece showing the same leader at a rank one star higher than his previous rank. In all cases except one, a one-star leader will be removed from play. C. The replacement piece will contain that same leader's name, but will have two stars on it. If the Leader being promoted is Grant and he is at two-star rank, then the replacement piece will show Grant at three star rank. D. Promoted leaders are always placed in play with their Tried side showing. Promoted leaders are never Untried. E. Unsupplied leaders can be promoted. F. If the US promotes a Leader, skip Steps 10-12 and proceed to Step 13.
  • The US states whether it will sack one Tried US leader. If not sacking a leader, skip the rest of this step and proceed to Step 11. A. If sacking a leader, pick it up and permanently remove it from the game. Then add five VPs times the number of stars on the sacked leader's piece to the CSA's VP total. B. If the US sacks a leader skip Steps 11-12 and proceed to Step 13.
  • The US states whether it will examine one Untried US leader on the map or on the US Army Track. If not examining a leader, skip the rest of this step and proceed to Step 12. A. If examining a leader, pick it up, look at it, and return it to the same hex or box with its Untried side up. B. If the US examines a Leader, skip Step 12 and proceed to Step 13.
  • The US draws one leader from its Leader Pool and, without looking at it, places it with its Untried side up in any friendly, unbesieged US major city or in any hex that contains a supplied US army or land SP. A. If all leaders have been drawn from the US Leader Pool, the US can relocate two US leaders of its choice during this phase instead of drawing a new leader. B. To relocate a leader, move it from the hex it currently occupies (or the hex occupied by the army it is assigned to if the leader is a subordinate) to any friendly-occupied hex as desired. A path of friendly hexes that does not enter an enemy ZOC or cross blocked, ridge, or tidal river hexsides must exist between the two hexes.
  • The CSA performs Steps 9-12 within the same restrictions as the US, after which play proceeds to Step 14.
  • The US rolls two dice for each wounded US leader in the same box as the Game Turn Marker on the Turn Track. A. On a 9-12, the leader recovers and is replaced on the map as if it were newly-drawn from the US Leader Pool (except that it is placed with its Tried side showing). B. On a 6-8, the leader is moved ahead one box on the Turn Track. C. On a 2-5, the leader dies and is permanently removed from play. Increase the CSA VP total by a number equal to five VPs times the leader's stars.
  • The CSA follows the procedure in Step 14 for each of its wounded leaders.
  • Both players simultaneously determine which Tried leader is the ranking leader in each hex containing pieces under their control. The pieces occupying the Army Tracks are rearranged so that the ranking leader in a hex with an army (or on its Army Track) occupies the army's Commander Box.
  • Both players simultaneously move leaders between the Army Tracks and the hexes occupied by their armies to show which leaders they want to be subordinates occupying their Army Tracks and which leaders they want to operate independently. A. Up to four subordinates can be attached to each army. B. Excess leaders occupying the Army Track must be placed on the map in the hex the army occupies.
  • Both players simultaneously exchange any land SPs they want between friendly armies occupying the same hex. A. SPs can only be subtracted from a lower ranking leader's army for addition to a higher ranking leader's army during this step. B. Adjust the numbers in the STR Columns of each army to show the desired exchanges.
  • Both players simultaneously remove any land SPs they want that occupy the same hex with a friendly army, adding them to the army's STR column on the Army Roster. This is the last time during the turn that armies can increase their strength. They cannot absorb land SPs during a Campaign Phase.
  • Each side reveals its CP Marker and returns it to the cup.
  • Advance the Game Turn Marker one box on the Turn Track and proceed to the next turn.
  • Subordinate Leaders: A. If either the attacker or the defender is besieged, skip this step and proceed to Step 10. B. If the attacking leader is not an army commander or if there are no subordinates in his army, skip this step and proceed to Step 8. C. Otherwise, roll one die, subtracting 2 from the result. a. If the modified result is 0 or less, there is no effect. b. If the modified result is a number between 1-4, that number of subordinates attached to the army must, if possible, be used to modify the die roll used to resolve combat in Step 8. These Leaders are chosen by seniority with the highest ranking subordinate used first, and so on. The identities of untried leaders are not revealed if they are not included in the attack.
  • The attacker rolls a die, modifying it by adding the skill ratings of the subordinates identified in Step 7 (no modification if the attacking leader is not an Army Commander) and by subtracting the skill rating of every leader other than the ranking leader in the defender's stack (regardless of whether these leaders are part of the same force as the ranking leader).
  • The attacker finds the die roll result on the Combat Table equal to the modified result found in Step 8. A. Results less than the lowest result on the Combat Table are treated as the lowest result shown. B. Results greater than the highest die roll result shown are treated as the highest result shown. C. Read across the row containing the modified die roll result to the Combat Ratio Column found in Step 6 to find two results separated by a slash. D. The Combat Table Results Explanation Chart contains the explanation of the results on all three Combat Tables.
  • All modifications on the Combat Table Results Explanation Chart are cumulative. Additional losses due to terrain apply to both sides and are incurred even if no losses were indicated on the Combat Table.
  • Each side removes from its stack the number of land SPs indicated by the modified result found in Step 10. If any riverines participated in the attack as part of a Combined Operation and the attacker loses more than one SP, at least one SP loss must be satisfied by removing a riverine. If all of the SPs assigned to an army are destroyed, remove the army from play and add five VPs to the VP total of the opposing player. A. Losses removed from armies are indicated in that army's Loss Column on the Army Track. Other SP losses are indicated by removing land SP pieces whose printed value equals the number of SPs that must be lost. B. Land SP pieces can be broken down (replaced by other pieces) to make the removal of losses easier. Losses in excess of the number of SPs involved in the attack are ignored. C. If all SPs in a stack are eliminated, roll two dice for each leader in the stack and find the result in the Disaster Column of the Leader Loss Table. Results are explained in LEADER LOSSES below and are applied immediately.
  • If the attacker is demoralized, the active player decides whether to attempt to rally the attacking force. A. If not rallying the force, skip the rest of this Step and proceed to Step 13. B. If rallying the attacking force, roll two dice, adding the Skill Rating of the Ranking Leader in the force to the result. Finds this modified result on the Rally Column of the Leader Loss Table. Results are explained in LEADER LOSSES and are applied immediately.
  • If the defender is not demoralized or if there is no leader in the stack skip this Step. Otherwise, the inactive player decides whether to attempt to rally the defending stack, executing the procedure in Step 12 if rallying.
  • If the defender is still demoralized and the attacker is not demoralized, it must retreat from the hex into any adjacent hex that the stack could move into during a CAMPAIGN PHASE. A. The leaders and SPs in the stack must all retreat into the same hex and must, if possible, end their retreat closer to a friendly supply source than they were at the beginning of combat. B. Stacks cannot retreat into an enemy-occupied hex or enemy city. C. Stacks containing more than one SP lose one SP if retreating into an enemy ZOC. D. If the defender cannot retreat due to the presence of blocking terrain or enemy units, it is eliminated. E. The opposing side adds five VPs to its VP total for each eliminated army and five VPs per star for each eliminated leader. F. If the defender occupies a hex containing a Fortress, the defending stack can retreat inside the Fortress instead of leaving the hex. The stack is placed under the Fortress to represent this fact.
  • If the attacker is still demoralized and the defender is not, the attacker decides whether to retreat. If not, skip the rest of this step. If retreating, the attacker retreats within the same restrictions listed in Step 14.
  • If it is Turn 3 or earlier or if the defender's hex is still occupied and the defender did not retreat inside a fortress during Step 14, skip this step. Otherwise, the attacker states whether it is advancing into the defender's hex. If the attacker is demoralized, no advance is possible. All attacking pieces in a stack must advance together if this option is chosen.
  • Next to Shreveport, a major city.
    GSSupply path through one friendly hex to Shreveport.
    HSRail supply line to either Jackson or New Orleans.
    ISNext to a supply source.
    JSOccupies a supply source.
    SRail supply path to a supply source.