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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 |