• 2 moves
A COMMANDER
with an INITIATIVE
of 2 may ATTACK
a target which is two cities, or moves, beyond a CITY
connected to his SUPPLY
LINE.
~
A ~
• absorb
UNITS
who are taken in to another's COMMAND
have been absorbed.
• active
1. UNITS
that are ELIGIBLE
to participate in a game TURN
or action.
2. ENIGMA
cards which have an ongoing effect (until nullified or cancelled.)
DEFINITIONS
LIST
• adding
Increasing the number of RESERVES
involved in a battle.
• assign
To assign UNITS,
or sub-commanders, place them under the leadership of a COMMANDER.
They must fit into the CHAIN
OF COMMAND.
• AT START
Any cards marked in the lower left hand corner with the words: AT
START should be taken out from the deck by players before the game
begins.
DEFINITIONS
LIST
• Atlantic Coast ports
The Atlantic Coast ports are: Savannah, Charleston/Ft. Sumter,
Wilmington, New Berne, Norfolk and Ft. Monroe and Baltimore.
• attach (join)
When a unit is added to an existing CHAIN
OF COMMAND it has been attached, or joined.
• attack
A type of combat where a player attempts to forcibly capture an ENEMY-HELD
or NEUTRAL
city. The player announces the attack by naming an eligible
COMMAND,
as well as the target. Attacks take place during STEP
3: Combat. (For example, the attacker would declare
the attack by saying “Grant attacks Richmond. Are you defending?”)
~
B ~
• battle
When one player chooses to ATTACK
a specific ENEMY-HELD
city, and the other player chooses to DEFEND
that city, a battle takes place and combat must be resolved.
• board
The playing area, typically a table top, where cards are laid out and
the game takes place. “Play cards to the board” means to take cards
from your hand and place them on the playing surface.
~
C ~
• cadre
We call our discard pile, “cadre”, to reflect the military term which
refers to UNITS
with severe losses but intact command structures. (After a unit is mangled
in combat, it goes to the rear (i.e., cadre) where it gets reinforcements
and can return to the field.) This is different from the DEAD
PILE, from which there is no return. But you can just
call it the discard pile, if you want.
DEFINITIONS
LIST
• capacity
Each leader has a specified number of units and/or sub-commanders they
can lead. This number appears in the flag icon. Some leaders
lead fewer UNITS
when they are subordinates; in this case, the number in the flag
at the bottom of the card may be less than in the flag in the upper left.
• card number
Each card is numbered, but the numbers only matter in the HISTORICAL
SCENARIOS, which are played with the deck in numerical
order. RULES
cards are numbered beginning with an R (#R1, #R2, #R3, etc.).
• casualties
The white die of the combat die roll determines casualties, or losses
due to battle. A 1,2 or 3 results in Light casualties; 4 or 5 results
in Normal casualties; a 6 results in Heavy casualties. Look on the
Casualties Table at the bottom of the Combat Card (R31)
to determine the actual # of UNITS
lost. The # refers to how many STEPS
of losses are taken.
DEFINITIONS
LIST
• cavalry
A UNIT
of mounted troops who have the exclusive ability to conduct Supply Raids
and defend against Supply Raids. (Exception: XVI Corps USA
#49.) Cavalry units may pair up with another cavalry unit, or be assigned
as a normal unit to a leader, or take a “Free Ride.”
• cavalry raids
An action undertaken during STEP
3: Combat when a player with unattached
CAVALRY
chooses to "raid" his opponent's unspent supply. It does not cost any supply
to conduct a Cavalry Raid, which is not considered either an attack or
combat.
• chain of command
The structure by which UNITS
and commanders may be organized into a single fighting force.
DEFINITIONS
LIST
• city
The term city includes cities, PORTS,
FORTS,
and PESTHOLES
unless otherwise specified.
• combat resolution
Every battle is resolved by rolling 2 dice (one red, one white) and
using the Combat Resolution Tables on #R31-32
to determine the outcome.
• combat units
INFANTRY
and CAVALRY
which participate in battles. NAVAL
SQUADRONS, commanders and Enigma cards are not considered
combat units.
DEFINITIONS
LIST
• Commander(s)
Any card which is leading a COMMAND.
This could be any of the following: NAVAL
SQUADRON leading an invasion, a CAVALRY
unit leading another cavalry UNIT
(or itself), or any Leader card leading a command. A subordinate
leader is not considered a commander.
• command
All of the UNITS
under a leader. A command could conceivably include a leader leading
other units. Also, lone units are their own commands.
• connected
In order to be connected, a CITY
must be one move away from another friendly city along either river (blue
lines) or rail (red lines).
DEFINITIONS
LIST
• corps
USA INFANTRY
unit, designated with an XXX.
~
D ~
• dead
Out of the game. A leader (only) is removed from the game in
one of two ways:
1. A roll of 1 or 2 on the Leader Losses Table (#R31).
2. A DISFAVORED
Leader who is sacked or routed is also removed from the game.
• dead pile
The pile where you put any cards permanently removed from the game,
including dead leaders, used-up ENIGMA
cards, and replaced MAP
CARDS. We suggest placing the pile to the player’s right,
and placing cards in such a way that the opposing player can tell which
cards are in the pile.
DEFINITIONS
LIST
• defeated
Specifically, a die roll of 2 or 5 (after modification if any) on the
red die. A 2 means the attacker is defeated, or fails to capture
the area. A 5 means the defender is defeated, or loses control of
the area. If a player loses the GENERALS'
or SOLDIERS'
Battle, they are also defeated. A stalemate is not a defeat.
A ROUT
is a disastrous defeat.
• defend
If an opponent attacks a CITY,
(“Grant attacks Richmond. Do you defend?”) a player may attempt to stop
him by choosing an eligible command and declaring, for example, “Lee will
defend Richmond.”
• depleted
As a result of casualties, an INFANTRY
unit may become depleted. USA Corps and CSA Divisions each have two STEPS;
if they lose one step, they are considered depleted. (If they lose 2 steps,
they are discarded into cadre.) A depleted USA infantry defends with a
strength of 2; a depleted CSA infantry with a regular strength of 2 or
more defends with 1; a depleted CSA infantry with a regular strength of
1 defends with 0 but can still fight.
DEFINITIONS
LIST
• Destroy 1(or 2) enemy supply
If a CAVALRY
RAID meets the requirements it automatically results
in a reduction of the enemy’s SUPPLY
level by 1 or 2.
• detach (split)
When a UNIT
is removed from a CHAIN
OF COMMAND it has been detached, or split.
• directive
Special directions on specific cards. Directives on a card supercede
general rules.
DEFINITIONS
LIST
• discard pile
Also “cadre.” WOUNDED,
SACKED OR REPLACED leaders and UNITS
that have lost all their STEPS
go into the CADRE/DISCARD
pile and may be drawn later.
• disgraced
If a leader with political disfavor is SACKED,
ROUTED
or left with no units under his command, he is disgraced and is permanently
removed from the game, and goes to the DEAD
PILE.
• division
CSA INFANTRY
unit, designated with an XX.
DEFINITIONS
LIST
• Do Not Play
Copies of the two opposing AT
START map cards are included in each deck. They are marked
“Do Not Play” as they are for strategy formulation, not actual game play.
• Dotted red line
Treated like RAILS
for game purposes. (In actuality, they represent roads.)
~
E ~
• East
The Eastern Theater, consisting of all land east of the Appalachians,
down to the Georgia/South Carolina border (defined by a black line on the
map, including the Shenandoah, Savannah, and the Atlantic Ocean.
DEFINITIONS
LIST
• eligible
An eligible UNIT/COMMAND
is one which does not violate any leadership rules and is in the appropriate
theater. (For example, a command in the WESTERN
THEATER is ineligible to ATTACK/DEFEND
Washington.) Within a command, there can be eligible and ineligible units;
the ineligible units may not fight. Ineligible units within a command
are turned face down.
• eliminated
Removed from play entirely and placed in the DEAD
PILE.
• enemy-held
A CITY
which has been captured by one’s opponent and is marked with their control
marker, or which began as an opponent’s NATIVE
city and is printed in their color.
DEFINITIONS
LIST
• Enigma
A type of card which represents unique political, social, and technological
events of the War.
~
F ~
• face-down
1. If a leader card is placed face down in CADRE
due to being WOUNDED,
SACKED OR REPLACED, it must be turned face-up next turn,
and may be drawn on the turn after that.
2. If a card is face down in play, it means it is INACTIVE
or INELIGIBLE.
• for free
Without costing any supply points, or counting against any other restrictions.
DEFINITIONS
LIST
• forts
CITIES
and PORTS
which are fortified are noted with an X through their symbol on
the map cards. When ATTACKING
a fort, subtract 1 from the red die roll.
• free cavalry
CAVALRY
which is in play (on the board) and functioning independently of a Commander.
Only free cavalry may RAID
or defend against CAVALRY
RAIDS.
• free ride
When a single CAVALRY
unit is attached to a commander it does NOT count against that commander’s
CAPACITY.
DEFINITIONS
LIST
• free transfer
Even though the rules say a UNIT
or subcommand may not detach and reattach in the same turn, every player
gets one “free transfer” per turn, where he may violate this rule.
• friendly-held
A city that a player has captured and marked with their control marker,
or which began as a player’s NATIVE
city and is printed in their color.
• full blockade
If the USA has two naval squadrons in the EAST,
or one squadron in the East and occupies all Atlantic coast or Gulf Coast
ports, a full blockade is in effect. The CSA does not receive an
additional card/SUPPLY,
nor do they receive an additional STEP
in that instance.
~
G ~
• Generals' Battles
A combat result that reflects the leadership quality of the armies
involved. If the combat result is a Generals’ Battle, then the army with
the highest initiative wins the battle. If neither side has a higher initiative,
the battle is considered a stalemate. (Note: Only the initiative
of the commander counts, not the initiative of a subcommander.)
• Gulf Coast ports
New Orleans, Ft. Pickens, Pensacola, Ft. Morgan and Mobile are all
Gulf Coast Ports. NOTE: Port Hudson is NOT a Gulf Coast Port.
~
H ~
• high-level commander
High-level commanders can lead INFANTRY,
CAVALRY,
NAVAL
SQUADRONS and LOW-LEVEL
COMMANDERS (or other high-level commanders that are willing
to subordinate) in battle.
~
I ~
• in play
A card that has been placed on the board is considered in play. (Exception:
cards in the CADRE/DISCARD
pile and cards in the dead pile are not “in play.”)
• inactive
Any card which does not participate in the current action or event,
whether because it was withdrawn from combat or was otherwise INELIGIBLE.
Inactive UNITS
are turned face down.
• independent command
A COMMAND
with one or no leader cards.
DEFINITIONS
LIST
• ineligible
An ineligible COMMAND
is one which violates leadership rules or is in the wrong theater. (For
example, a command in the WESTERN
THEATER isn’t eligible to ATTACK/DEFEND
Washington.) Within a command, there can be eligible and ineligible units;
the ineligible UNITS
may not fight.
• Infantry
Footsoldiers, organized in Divisions in the South and Corps in the
North.
• initiative
Each commander has an initiative value, in the upper left hand corner
surrounded by gold wreath. Used to determine the outcome in GENERALS'
BATTLES, and the range from a friendly or native city
that a commander's forces may reach to ATTACK.
DEFINITIONS
LIST
• Invasion
A special ATTACK
on a PORT
consisting of at least one NAVAL
SQUADRONS (which may act as a leader if no commander
is involved) and either one unled INFANTRY
corps or a commander and up to two infantry corps.
• isolated
Not connected to supply line by river or rail (or by sea if USA.)
~
J ~
• Join (attach)
When a UNIT
is added to an existing chain of command it has been attached, or joined.
~
K ~
• killed, wounded, sacked
When the combat die roll is either a 7 or doubles and each side has
a leader in combat, the appropriate leader in question is considered a
casualty. If he’s killed, he goes to the DEAD
PILE. Wounded or sacked go FACE
DOWN to CADRE/DISCARD
pile. (Exception: disfavored leaders who are sacked are permanently
removed to the dead pile.)
~
L ~
• Late-War
The final phase of the game. Cards marked Late-War are only playable
once that player's Late-War phase begins, which may occur on a different
turn for each player.
• leaders
Leaders are of two types: LOW-LEVEL
and HIGH-LEVEL.
The term Commanders may be substituted. USA leaders are Army Group Commander
(high level) and Army Commander (low level.) CSA leaders are Army
Commander (high level) and Corps Commander (low level.)
DEFINITIONS
LIST
• low-level commander
Low-level commanders can lead INFANTRY,
CAVALRY,
and NAVAL SQUADRONS
in battle. They may not lead other low-level commanders.
~
M ~
• Map Cards
Cards A-K (both USA and CSA) provide the battleground on which the
game is played. On the map cards, CITIES
in blue are USA, brown are CSA, and black are NEUTRAL.
Place your tokens on enemy cities you capture and Neutral cities you control.
• modified die roll
A variety of factors may modify the die roll, from playing an Enigma
card like Old Abe or Rebel Yell to ATTACKING/DEFENDING
a FORT.
~
N ~
• Native Cities
CITIES
which allied themselves with the USA or the CSA at the beginning of the
Civil War are considered to be "native" to that side, until they are later
occupied by the other side. Native cities are designated by blue lettering
on the map cards for the USA, and brown lettering for the CSA.
• Naval Squadron
A UNIT
which operates independently but can cooperate with another command. They
add their strength to invasions, as well as ATTACKS
on ports and cities along a river.
• Neutral Cities
CITIES
which are not allied with either the North or the South. Neutral Cities
are designated by black lettering, outlined in white, on the map cards.
~
O ~
• occupied
An ENEMY
city which is controlled by the other player is considered occupied and
is designated by placing a token on the appropriate map card location.
~
P ~
• Paired cavalry
Two cavalry UNITS
functioning together in a single command, independent of a commander.
• partial blockade
When there is only one USA NAVAL
SQUADRONS in the EASTERN
THEATER, a partial blockade is in effect. In that situation,
the CSA Player does NOT receive a free SUPPLY
POINT each turn (but he does get to repair a free STEP.)
A partial blockade is also in effect if the USA player occupies all Atlantic
or Gulf ports but does not have a Naval Squadron in the East.
DEFINITIONS
LIST
• pestholes
Defensive locations under Southern control, typically thickly wooded
or swampy areas (or just plain unfriendly) which give the CSA a 5 point
strength bonus when under Northern ATTACK.
Pestholes are designated by a small circle within the white dot that marks
their location on the map cards. (For example, the Shenandoah Valley.)
• Political Disfavor
COMMANDER
who are politically disfavored are permanently removed from the game if
they are sacked or ROUTED.
(See OPTIONAL
RULE 6.)
• ports
Ports are the only CITIES
that can be invaded. They are designated by white squares on the
map cards along the Atlantic and Gulf coasts.
DEFINITIONS
LIST
• production
The means by which supply is generated (i.e., how many cards/supply
you draw each turn.) CSA production is divided into three categories: Food,
Industry, and Contraband. USA supply is only affected by its railnet.
~
R ~
• raid (or “cavalry raid”)
An action undertaken when a player with unattached CAVALRY,
during STEP
3: Combat, chooses to "attack" his or her opponent's
unspent supply. Unlike combat, a CAVALRY
RAID does not cost a supply point.
• rail movement
You can move all of or part of one COMMAND
from one theater to another via rail movement. These card(s) arrive immediately
but may not ATTACK
this turn.
DEFINITIONS
LIST
• rail network/railnet
An unbroken line of FRIENDLY-HELD
or NATIVECITIES,
all connected by rails (solid and dotted red lines on the map cards) and
rivers (blue lines). • reassign
UNITS
within a single command may be freely moved up or down (not both) the chain
of command between leaders during STEP 2: Deployment and Movement.
• Reject
Leaders who have been replaced (they go to CADRE,
FACE
DOWN).
DEFINITIONS
LIST
• replace
1. You can replace any leader with another if you conform with Leadership
Rules. Reject leaders go to CADRE
(FACE DOWN).
2. If you draw a map card that has already been played, you may place
it in the DEAD
PILE and replace it with another card from your deck.
• Reserves
UNITS
added to a battle before the dice are rolled and combat is resolved.
• Restore
During STEP
2: Deployment and Movement and STEP
5: Regroup, a player may restore UNITS
to full strength at a cost of one SUPPLY
per three STEPS
restored (left over steps are lost).
DEFINITIONS
LIST
• retreat
When a battle is lost, the commanders and UNITS
that survive are considered to have retreated, provided the CITY
was not surrounded.
• river
Blue lines on map cards are rivers. SUPPLY
may be traced along rivers.
• rout
A rout is a devastating loss. When the Red Die outcome in a combat
resolution is 6 or 1, a rout has taken place. The winner of a rout has
a choice: either they take one fewer step of casualties or they make the
loser take 1 extra step of casualties.
DEFINITIONS
LIST
• Rules Card
Cards #R1 through #R33 outline the rules of the game in both decks.
~
S ~
• Sacked, killed, wounded
When the combat die roll is either a 7 or doubles and each side has
a leader in combat, the appropriate leader in question is considered a
casualty. If he’s killed, he goes to the DEAD
PILE. Wounded or sacked go FACE
DOWN to CADRE/DISCARD
pile. (Exception: disfavored leaders who are sacked are permanently
removed to the dead pile.)
• Soldiers' Battles
A combat result that reflects the size of the armies involved. If one
of the armies involved is 5 or more points stronger than the other army,
and the combat result is a Soldiers’ Battle, the larger army wins. If neither
side is 5 points stronger than the other, the battle is considered a stalemate.
DEFINITIONS
LIST
• special rule
A unique rule printed directly on a card which dictates an action that
conflicts with a general rule. The card's special rule always takes precedence.
• spend
When a player makes an ATTACK,
declares a reorganization, restores three depleted UNITS,
removes a card from CADRE,
or chooses to draw a card from his deck, he must spend one SUPPLY
POINT to do so.
• split initiatives
When a leader card lists two initiative numbers, the one above is used
when ATTACKING
and the one below when DEFENDING.
DEFINITIONS
LIST
• steps
INFANTRY
and CAVALRY
casualties are taken in steps. Unless otherwise noted, infantry UNITS
have two steps and cavalry units have one (leaders do not have steps).
A two step unit with one lost step is considered DEPLETED,
and a unit with no remaining steps goes to CADRE.
• strength
INFANTRY,
cavalry, naval squadrons and leaders have a strength value, listed in the
upper left-hand corner of the card in the minié ball icon. This
strength value is adjusted when a unit is depleted. A depleted USA UNIT
defends with a strength of 2; a depleted CSA unit with a regular strength
of 2 or more defends with 1; a depleted CSA unit with a regular strength
of 1 defends with 0 but can still fight. The combined strength value of
all units actively involved in a battle is used to determine possible modifiers
and SOLDIERS'
BATTLE.
• subordinate
A leader who is under the command of a HIGH-LEVEL
commander. Same as “subcommander.”
DEFINITIONS
LIST
• supply
Supply points may be referred to simply as supply.
• supply base
A USA supply base is any FRIENDLY-HELD
native CITY
(except Ft. Pickens, Pensacola, and New Berne) and a CSA supply base is
any friendly-held NATIVE
city connected by river (blue lines) or rail (red lines) to any other friendly
city. You may ATTACK
from any friendly-held city connected to a supply base by a supply line.
The USA can also supply by sea.
• supply line
An unbroken chain of FRIENDLY-HELD
cities that connect to a supply base by river or rail. The USA can also
supply by sea.
DEFINITIONS
LIST
• supply point
A player's supply level is calculated in points, and kept track of
on Rules Card #R33 by the use of a token. When a player makes an ATTACK,
declares a reorganization, restores depleted UNITS,
removes a card from Cadre, or chooses to draw a card from his deck, he
must spend one supply point to do so.
• support
A naval action which provides added strength points to ATTACKS
and DEFENSE.
• surrounded
When a FRIENDLY-HELD
city cannot trace a SUPPLY
LINE to a supply base, it is surrounded. A NATIVE
city, which is itself a supply base, can only be surrounded if all cities
within one move are ENEMY-HELD
or NEUTRAL.
If a player defends a surrounded CITY
and loses, all defeated/routed defending
UNITS
go to cadre (including any withdrawn units); leaders are sacked.
(Exception: CSA defending PESTHOLE.)
~
T ~
• theater
The game is divided into two theaters: EAST
and WEST.
A UNIT
or commander deployed into one theater must be RAIL
TRANSFERRED to the other theater before they can operate
there. (See R23 for attacks across theater boundaries.)
• tokens
The cardboard markers, 3-CSA and 12-USA, included in each deck which
function as supply tokens, control tokens, and special markers during the
game. A normal game requires two sets of tokens (6 for the CSA and 24 for
the USA).
• trace supply
To follow an unbroken line of FRIENDLY-HELD
cities, connected by river (blue lines) or rail (red lines), from a particular
location. (If the USA has a Naval Squadron in the WEST,
the CSA cannot trace supply by river anywhere.) If you can not trace
supply to a CITY,
you can not ATTACK
from it.
DEFINITIONS
LIST
• troops
UNITS
of fighting men (INFANTRY,
CAVALRY,
and
NAVAL SQUADRONS).
• turn
Each player's turn consists of the following segments: STEP
1: Draw and Replace Cards and Supplies, STEP
2: Deployment and Movement, STEP
3: Combat, STEP
4: Reorganization, STEP
5: Regroup.
~
U ~
• unit
A single card of any of the following types: CAVALRY,
INFANTRY
Division or INFANTRY
Corps.
DEFINITIONS
LIST
• USA Railnet
The USA NATIVE
cities which are connected by rail (red lines on the map cards).
They are: Cairo, Centralia, Indianapolis, Cincinnati, Columbus, Toledo,
Cleveland, Pittsburgh, Harrisburg, Harper’s Ferry, Baltimore and Washington.
• used-up
Enigma cards that have been played and are no longer active.
~
W ~
• West
The Western Theater, consisting of all land west of the Appalachians,
south of the Georgia/South Carolina border (defined by a black line on
the map, including the Gulf of Mexico. For the USA player that will be
their right side, for the CSA player it will be their left.
DEFINITIONS
LIST
• wimp out
When a defender chooses not to (or can’t) oppose an ATTACK
on a FRIENDLY-HELD
city. The attacker still spends a supply, but captures the CITY
without incident.
• wins
The victorious party according to a combat resolution die roll.
• wipes out
Completely eliminates enemy units in a combat. Leaders go to
CADRE.
DEFINITIONS
LIST
• withdrawn
During STEP
3: Combat, in the RESERVES
phase, UNITS
which are removed from a battle before the dice are rolled are considered
to be withdrawn, and play no part in the battle in question.
• wounded, sacked, killed
When the combat die roll is either a 7 or doubles and each side has
a leader in combat, the appropriate leader in question is considered a
casualty. If he’s killed, he goes to the DEAD
PILE. Wounded or sacked go FACE
DOWN to CADRE/DISCARD
pile. (Exception: disfavored leaders who are sacked are permanently
removed to the dead pile.)
~
X ~
• xx
The military shorthand symbol for a DIVISION.
DEFINITIONS
LIST
• xxx
The military shorthand symbol for a CORPS.
• xxxx
The military shorthand symbol for an army.
~
Y ~
• your hand
All playable cards which are not currently in CADRE,
the dead pile, the EASTERN
THEATER, or the WESTERN
THEATER are held in your hand. |