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Civil War Rules
Civil War Rules
Civil War Rules
DETAILS ON COMBAT
Attack:
Since BOTH RED-A, B are on river RED's factor doubles when at·
squares, their combat factors tacked by BLUE-B. However, be-
DOUBLE. BLUE-A, B would attack cause RED's factor does not
at 2·4 (1-2). Note that BLUE-B's double when attacked by BLUE-A,
factor remains normal, even
though it, too, is on a river square. BLUE·A is given an attack factor
This situation could be resolved of 2 in this case. Battle odds
in two battles, at attacker's choice. become 3-2. If Table calls for
THIS
BLUE-A could attack RED-A or B BLUE retreat, BLUE·A may retreat
at 1-2; BLUE-B could attack RED- but BLUE·B is eliminated.
A or B at 1-2. If a third Blue Pawn was
In the above, The moving BLUE Pawn cannot move through moved into square (xl, odds
the RED's controlled squares (R) as shown in the second would become 5·2.
example.
DETAILS ON REPLACEMENTS
Defense:
The Pawn starts its Turn on a plain square (A), moving to the first Rail·
road square (B), and then moves 8 squares to square (8). That Pawn
must follow its original rail line-it cannot "jump" routes in the Same
Tum. It could not move from square (1) directly to square (4) via the
shorter route.
A Pawn may move from square (A), 2 squares to Port square (B), then
move up to 8 squares on the ocean in the same Turn. In this case, the
Pawn needed only to move 6 squares to reach its destination.
A Pawn may start its Turn from
a rail square (A), move 2 squares A Pawn cannot move into the Port of its destination until the tollowing
to another rail square (B), then Turn.
move up to 8 squares along the Movement along the rail line to Port (B) is allowed in this case as long
course indicated by numbers 1 as such movement does not exceed the plain square rate of movement.
thru 8, all in the same Turn.
That Pawn COULD NOT jump
from square (B) to adjacent
square (3), short cutting square MULTIPLE PAWN BATTLES
(1) and (2),
. A Pawn moves from square (A), 2 squares to the first mountain square
(B) and STOPS. On its next Turn, it may only move one mountain square
to (C). On its third Turn, it may leave square (C), resuming normal plain (a) (b)
square rate to square (D).
2) RED must divide battle in the only two possibilities shown. BLUE-A and
RED-B are not in each other's zones; nor are RED·A and BLUE-C; there·
fore they cannot be engaged in the same battle.
J'
after both battles have been
fi "1
1. '_
. 'Y
J-,
resolved, RED·A cannot attack
( 'I~T
I BLUE-B because both have al-
/A"y I -'oj' ready fought once in this Tum.
Movement on railroads through mountains is the same as if the moun- In its Turn, BLUE·B has the op-
tains did not exist. However, any Pawn attacked while on a mountain tion to attack or withdraw.
rail square still accrues a double factor on defense.
CIVIL WAR INSTRUCTIONS
THIS CARD IS YOUR INSTRUCTION SHEET-Read it throu9h ATTACK: A Pawn automatically attacks when it moves ad-
carefully before playin9. It is not necessary to read the jacent to an enemy Pawn; however, such combat is not resolved
accompanyin9 Reference Sheet to play CIVIL WAR. right away-the attacking player may move other Pawns in other
areas of the board and then return to resolve each and every
Playin9 Board battle, one at a time in the order of the attacker's choice. The
CIVIL WAR is a 2-player game. BLUE Pawns represent player precipitating combat by moving his Pawns is always the
Union troops; RED Pawns are Confederate. Pawns are attacker. To resolve such combat, an odds comparison is made
maneuvered into battle across hexagons (6-sided patterns) and the Die is rolled. For instance, if 2 Blue Pawns attack 1 Red
hereafter called Squares. Specific terrain features are: Pawn, odds are 2 to 1. The Die is rolled and the result can be
BLUE SQUARES: Ocean, Bay, and Gulf. found under the 2-1 column on the Combat Results Table.
BROWN SQUARES: Mountains. There is no limit to the number of battles that can be fought
WHITE with blue lines: River Squares. in one Turn; but no Pawn may fight, or be forced to fight more
WHITE with railroads: Railroad Squares. than one battle per Turn. If an attacking Pawn finds itself ad-
WHITE with black outlines: Port Squares. jacent to an enemy Pawn after combat, the enemy in its Turn
BLACK horizontal jagged line: North/South border line. has the option to attack or withdraw. If the enemy withdraws,
STARS and 6 adjacent squares: Troop Replacement Centers. he may not re-enter that Pawn's zone and attack from a dif-
ferent square.
Movement
In attack, a player may move as many Pawns as he is able
All Pawns have the same basic movement allowance-they
into an enemy zone of control before resolving combat. How-
may move up to 2 squares per Turn. Varying terrain effects
ever, a player may not pass through a square controlled by an
this movement allowance as follows:
enemy without fighting. A Pawn is in contact with an enemy
OCEAN, BAY, GULF: Union, only, may move 8 additional squares per when it reaches the first square that the enemy controls and it
Turn on sea. must stop to fight on that first square.
MOUNTAIN: I non-railroad square per Turn, only.
RAILROAD: 8 additional squares per Turn along rails. DEFENSE: Pawns increase their normal Combat Factor in
You may move all your Pawns in a single Turn, although defense according to the terrain as follows:
you are not required to move any Pawn nor do you have to
If DEFENDING Pawn And ATTACKING Pawn DEFENDING Pawn's
move it its maximum movement allowance. Pawns may be
moved in any direction, or combination of directions in a is on a: is on: Combat Factor is:
single Turn. 1. MOUNTAIN SQUARE Any square, including Double
Movement allowances are not transferable from one Pawn (Brown) an adjacent mountain
to another, nor can they be accumulated from one Turn to square.
the next.
The Die is used to resolve combat only-it has nothing to 2. RIVER SQUARE Any square, including Double
do with movement of Pawns. (Square containing an adjacent river
blue line) square.
TURNS
CIVIL WAR is played in Turns. You move your Pawns and 3. PORT SQUARE Ocean squares ONLY. Double
then resolve combat if any, that is a Turn; your opponent moves (Black outline square)
his Pawns, and then resolves combat, if any; that is also a Turn.
No Pawn can triple its factor, even if it is on a mountain
Together, these two Turns are called a "Complete Turn" and
square containing a river.
measured as the passage of one month of time.
No player may move his Pawns after combat, even if they
COMBAT were not moved their full movement allowance. A defender is
All Pawns have a normal combat factor of 1. Each Pawn ap- never allowed to move his Pawns during his opponent's Turn.
plies its combat factor to the 6 adjacent squares to the one it
is on. When an enemy Pawn enters any of these squares, it is How to Win
the aftacker and combat must occur. CIVIL WAR is a time limit game-it ends after the March
In combat, you compare the combat factors of the engaged 1865 complete Turn.
Pawns (putting the attacker's factor first) to arrive at a battle
odds comparison-such as 1 to 1 in example (A). Pawns are The Union player wins if he completely eliminates the Confederate
not in combat (B) unless they are adjacent. Army and has occupied all three Confederate Replacement Centers by
the end of the March 1865 Turn.
The Confederate player wins if he:
1) Avoids the Union condition of victory, or
r~"',,/~··/~~ 2) Occupies any TWO Union Replacement Centers and retains
lY/~/~n~jv' occupancy (undisputed control NOT necessary) simultaneously for the
following two consecutive months. Occupancy need only be the
~. ~e~e~ .! placement of one or more Pawns on any square in the Replacement
( 'y/ "'r/ o,y/ Y~ Center, incl uding the Star. Confederate player has occupancy even
Vy/~··>"·~ if there are Union Pawns in the same Replacement Center.
/~/~/-..AA If the Confederate player occupies 2 Centers in March, Union
playe<' must eliminate or force off all RED Pawns from one of
IAJ I BJ the 2 Centers by the May Turn.
Copyright 1961. The Avalon Hill Company.
Printed in U. $. A.
Time Record Card squares along the railroad in the same Turn. It cannot leave
In each month (Complete Turn) the Union player takes his the railroad until its following Turn. Pawns cannot transfer
Turn first. "After the Confederate player has finished his Turn, from railroad to river squares in the same Turn. There is no
a passage of one month is checked off on the Time Record Card. delay in rail movement at junctions.
Asterisks after certain months indicate both players are to re-
ceive Replacements (new troops) at the end of those months. OCEAN· BAY· GULF