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Civil War Game Rules

This is a turn-based procedure oriented game. Each faction completes its sequence of play before the opponent takes a turn. Units are moved upon two related hex based map boards representing the Eastern Theater of operation including Virginia and the Union northeast and the Western Theater including the areas from Virginia south to the Gulf and west to Texas. The movement and combat ability of each unit is affected by its zone of control. Unit placement and combat is also affected by the weather related to the time of year. The game is seasonal, with the first turn of each season providing for special phases accounting for marker bookkeeping and scoring. Markers represent the activation of certain conditions and abilities caused by on-board military movement and the play of certain Strategy Cards. The key to victory in the game is reducing the morale of an opponent's population, relative to the morale of your own faction. Morale is affected adversely by the capture of enemy objective sites, ports, card play, dismissal of certain leaders and by several other methods. The promotion of good leaders to effective command positions within the army is crucial to military success. The arrival of specific leaders is dependent upon the play of cards that bring them into play.

The Table of Contents, listed below, outlines the extent of the rules for this game, the phases and segments of the game's sequence of play, and includes an outline of all the Optional Rules and Supplemental Rules which augment the basic game play. In addition, the various scenarios are listed, which each define the initial setup of pieces and cards and the factors affecting a scenario's victory determination.

Table of Contents

Overview...

0.1.     Game Summary.

0.2.     Introduction & Learning the Game.

0.3.     Game Components.

0.4.     Turn Sequence Summary.

0.5.     Game Turn Sequence Procedure.

0.6.     Victory Conditions.

 

Sequence of Play..

1.    Pre-Seasonal Phase

1.1.     Victory Level Check Segment

2.    Seasonal Phase.

2.1.     Seasonal Marker Removal Segment

2.2.     Strategy Card Segment

2.3.     Seasonal Reinforcement Unit Segment

2.4.     Seasonal Replacement Step Segment

3.    Political Event Phase..

4.    Support Unit Phase..

4.1.     Support Removal Segment

4.2.     Ocean Marker Placement Segment

4.3.     Naval Placement Segment

4.4.     Naval Mission Segment

4.5.     Supply Marker Segment

4.6.     Artillery Placement Segment

5.    Organization Phase..

5.1.     Unit Organization Segment

5.2.     Army & Leader Organization Segment

5.3.     Fog of War Segment [Optional Rule]

6.    Campaign Phase..

6.1.     Operational Movement Segment

6.2.     Campaign Combat Segment

6.3.     Regular Combat Segment

7.    Post Campaign Phase..

7.1.     Leader Casualty Segment

7.2.     Reserve Movement Segment

8.    Conditional Event Phase..

8.1.     Strategy Card Event Segment

8.2.     Permanent Event Segment

9.    Turn Preparation Phase..

9.1.     Delay Box Segment

9.2.     Turn Track Segment

 

Unit Administrative Rules.

10.      Zones of Control

11.      Stacking Limits.

12.      Logistics.

12.1.       Supply Sources.

12.2.       Supply Lines.

12.3.       Supply Effects.

13.      Battle Scoring Marker

13.1.       Battle Scoring Marker Procedure.

13.2.       Capital Capture.

13.3.       Port Capture.

13.4.       Objective Hex Capture.

14.      Weather

 

 Components & Definitions.

15.      Factions and Border States.

15.1.       Factions.

15.2.       Border States.

16.      Political Events.

16.1.       Political Event Results.

17.      Conditional Events.

17.1.       Conditional Events: Strategy Card.

17.2.       Conditional Events: Union – Permanent

17.3.       Conditional Events: Rebel – Permanent

18.      Components – Basics.

18.1.       Non-Combat Units.

18.2.       Combat Units.

18.3.       Game Markers.

19.      The Map.

19.1.       Ocean Naval Zone.

19.2.       Navigable River Naval Zone.

19.3.       Map Terrain and Effects

 

Additional Rules.

20.      Supplemental Rules.

20.1.       Chief Military Advisor

20.2.       Regional Leaders.

20.3.       Union Political Leaders.

20.4.       Rebel Cavalry Reserve.

20.5.       Elite Units.

20.6.       Militia Units.

20.7.       Harbor Forts.

21.      Optional Rules.

21.1.       Luck Marker – Union or Rebel

21.2.       Fog of War

21.3.       Relocate Regional Leaders.

21.4.       Organization Restrictions.

21.5.       New & Earlier Army Commanders.

21.6.       Foreign Intervention Effects.

21.7.       Blockade Effects.

21.8.       Army Options: Troop Quality/Leader Combat

21.9.       Early Conclusion of the War

21.10.      Army Replacement Steps.

21.11.      Rebel Guerilla Warfare.

21.12.      Cavalry Restrictions

 

Appendices.

22.      Appendix A – Scenarios.

22.1.       Scenario Endings.

22.2.       Campaign Scenario.

22.3.       1861 Scenario – “Call for Volunteers”.

22.4.       1862 Scenario – “A Hornets’ Nest”

22.5.       1863 Scenario – “A New Birth of Freedom”.

22.6.       1864 Scenario – “No Turning Back”.

23.      Appendix B – Objective Hexes.

23.1.       Union Hexes (Blue)

23.2.       Rebel Hexes (Gray)

24.      Appendix C – Game Unit Set..

25.      Appendix D – Glossary..

25.1.       Common Abbreviations.

26.      Appendix E – References.

27.      Index..