The Union Forever!
The Union Forever! Rulebook
Table of Contents
Table of Contents
Setup
Players will need one six-sided die (1D6), about 16 pennies, and a standard deck of cards. Use only the Ace through 5 cards, the four Jacks, four Queens and one Joker. Shuffle this deck of 29 cards before starting play.
Place a penny in Space 1 of the Record Track (used to show the game turn). Place the Confederate Resistance Level (CRL) marker in Space 8 (with the red number CRL of "4") on the Record Track. Place the Anaconda Plan (AP) marker in the box at sea on the map.
Place a penny in the northwest area of Virginia (modern day West Virginia) to indicate it is under Union Control at start.
The Confederate Player (CP) then places 3 Confederate Army (CA) units in any correspondingly labeled map area (N. Virginia for the Army of N. Virginia, Tennessee for the Army of Tennessee, Mississippi for the Army of Mississippi). Place the 3 Confederate Militia (CM) units in any map area. However, CAs and CMs cannot be placed in any MO or KY areas at start.
The Union Player (UP) sets the 3 Union Armies (UAs) of the Potomac, Tennessee, and Ohio off-map in the North. The other three UAs become available as reinforcements (Shenandoah on Turn 2, Mississippi on Turn 3, Cumberland on Turn 4).
Activations
Players alternate performing a Card Draw (CD) from the deck. Black cards allow a Union Activation (ACT) to occur; red cards allow a Confederate ACT. An even card allows that side two ACTs; an odd card one ACT. ACTs are used by units to move and fight. The same unit may perform multiple ACTs in a turn.
Movement
An ACT allows a friendly unit on the map (or off map in the North) to move into a new adjacent area on the map. Areas are denoted by solid lines for state borders or the dashed lines dividing up a state into smaller areas. Units may not move through a mountain border.
There are no stacking limits in this game but CAs may only enter areas labeled with that army's designation. CMs can enter any area and are the only CP units that can enter the two areas without any army labels (modern day West Virginia and Florida). UAs can enter any area on the map.
UAs cannot exit an area unless it is first Pacified (under Union control) except to move off-map to the North. No unit can exit the map in any other direction.
Combat
An ACT allows one friendly unit to attack all of the enemy unit(s) in the same area. Active player denotes the attacking unit and must target all enemy units. Both players roll 1D6 and add the following to their die result (DR): a) + (printed CF) for a Full Strength UA, or + (printed CF) on the reverse if Weakened. b) + the current CRL for a Full Strength CA, or the current CRL -1 if Weakened. c) +1 for a CM unit (may defend only). d) +1 if the battle is in the Richmond area (CP Only).
Combat Results
If the attacker's DR is less than defender's, the attacker must either retreat into a friendly controlled area (or off map for UA) or become Weakened by taking a step loss. If the DR is tied, or +1 more than defender's DR there is no result (stalemate).
If attacker's DR is +2 or +3 more than the defender's total, then either: a) one defending unit loses a step or b) one defending unit retreats from the area. If the attacker's DR result is +4 or more over the defender's total, then both a) and b) above apply. An already Weakened CA or UA that takes another step loss is eliminated.
Pacification
An ACT also allows the UP (only) to attack an empty (no CAs or CMs present) uncontrolled area in order to Pacify it (bring under Union control). The UP denotes the attacking unit and target area. Both players roll 1D6 and add the following to their DR result: a) +4 if a Full Strength UA is present, +2 if a Weakened UA (UA player only). b) + the current CRL (defending CP only).
A UP result greater than the CP result Pacifies the area, putting it under Union control. Any other result is no effect. Mark the area with a penny (Lincoln side up if you please). The CP cannot ever regain control of a Pacified area.
Area Control Effects
Immediately move the CRL marker left 1 space when all areas of a State are Pacified (under UP control). Also, move the CRL left 1 space if the Richmond area (only) is Pacified.
Special Activations
When a face card is drawn, it allows that side the following special ACTs: a) Attempt to thwart (CP) or restore (UP) the Anaconda Plan, or; b) Perform two ACTs (the same unit may be selected for each), or; c) Flip a weakened CA or UA back to Full Strength, or; d) Return an eliminated unit to play at full strength.
Roll 1D6. If the DR is <4 (Union) or the <CRL (Confederate) it succeeds. Re-entered CM and UA units may be placed in any friendly controlled area (UAs may also re-enter play off map in the North). Place re-entered CAs in a friendly controlled area labeled with that army's designation (if there are none, the eliminated CA cannot re-enter play).
Anaconda Plan
Drawing a face card allows the CP a special ACT to try and thwart the Anaconda Plan. Roll 1D6. If the DR is < CRL flip the AP marker over to denote the Union blockade is broken. Drawing a face card allows the UP a special ACT to try to restore the blockade. Roll 1D6. If the DR > the CRL, flip the AP marker back.
Rebel Invasions
If a CA (not CM) moves off-map into the North the CP can immediately declare an attack (a second ACT is not needed). The CP rolls 1D6 and adds the following: a) +1 for each UA in play but off map in the north. b) +1 if a UA was present in the area the CA moved from. c) +1 if the CA is currently Weakened.
If the DR is < CRL the CRL marker is moved 1 space right (but not beyond Space 9). If the DR is 6 or more the CA is Weakened (or eliminated if already Weakened). Any other result has no effect. Immediately return the CA unit to the area it moved from after the Invasion is over.
End of Turn
A turn immediately ends when the Joker card is drawn. Ignore this rule if the Joker is the first CD, or if either player has not performed at least 1 ACT this turn. At the end of each turn move the CRL marker left 1 space if the Anaconda Plan is in effect.
Winning the Game
The UP wins by reducing the CRL to zero (Space 0) by the end of any turn, but no later than Turn 8. If by the end of Turn 8, if the CRL is still 1 or more, the CP wins.