Civil War Rules

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CIVIL WAR REFERENCE SHEET

This is NOT an instruction sheet. The following exam~les


and diagrams merely clarify many of the rules on the Instruc-
tion Card.

DETAILS ON COMBAT

Attack:

In attack, a player may move as many Pawns adjacent to an


enemy Pawn as he is able before resolving combat. However,
no Pawn may pass through more than one controlled square
without attacking.

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

BLUE zones of control completely RED is also surrounded by BLUE


surrolKld RED. Asurrounded Pawn zones of control, so it cannot reo
cannot retreat, therefore RED treat even though it was not at- BLUE HAS UNDISPUTED CONTROL BLUE DOES NOT HAVE UNDIS·
would be eliminated if the Com· tacked by Blue-B and C. of his Replacement Center. Union PUTED CONTROL until all Red
bat Results Table called for a player may place one Replace- Pawns are eliminated or forced
retreat. ment Pawn on the star at the end off squares adjacent to the star.
of the Confederate player's Turn Union may not place a Replace-
in a replacement month. ment Pawn on the star.

Defense:

MOVEMENT ALONG PLAIN SQUARES

Since RED is on a mountain


square, its combat factor DOU·
BLES in defense. Odds would be
2-2 (l-1). Note that BLUE-B's
factor remains normal, even A Pawn moves up to 2 plain
though it, too, is on a mountain squares per Turn. A railroad
square. square counts as a plain square
when it is crossed as shown.

Copyright 1961. The Avalon Hill Company. Printed in U. S. A.


MOVEMENT ON RAILROAD SQUARES MOVEMENT ALONG RIVER SQUARES

Union river square movement is the same as rail movement.


Confederate movement is similar except that it is limited to 2
squares along a river instead of 8.

MOVEMENT ON THE OCEAN-Union only

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),

Once on a railroad, a Pawn cannot move off until its follow-


ing Turn. Example

1) RED's are attacking, and must


MOVEMENT INTO MOUNTAIN SQUARES fight all 3 BLUE Pawns because
they are all in RED zones of
control.

. 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.

(- If the situation is like this

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

REPLACEMENTS Confederate Pawns are not allowed on the seas.


If a Union player elects to sail the seas, his Pawn may move'
At the end of play in each of the replacement months, new 2 squares to a Port square and then move up to 8 Sea squares
"troops" are "drafted" by both sides and placed on the star in the same Turn. A Pawn may stay at sea any number of Turns,
squares in the Replacement Centers. but when it elects to land it must move to a Sea square ad-
Union player is allowed a maximum of 3 Blue Pawns per re- jacent to a port and STOP. On its following Turn, the Pawn
placement month-to be placed on any of the 4 star squares may move inland or out to sea again.
north of the border line, one per square.
Confederate player receives a maximum of 2 Red Pawns- Combat between a Confederate Pawn on a non-port coastal
to be placed on any of the 3 star squares south of the border. square and a Union Pawn on an adjacent Sea square is not
Only one Pawn per star square allowed. allowed. A Union Pawn may attack; from a Sea square, a
A player must have undisputed control of his own Replace- Confederate Pawn resting on an adjacent Port square. If vic-
ment Center before a Replacement Pawn can be placed on its torious, the Union Pawn may occupy the Port square in the
Star. To have undisputed control, enemy Pawns must be kept same Turn.
off the Star square and all adjacent squares. However, it is not A Confederate Pawn in a Port is not required to attack a
necessary to occupy one's own Center to have undisputed con- Union Pawn on an adjacent Sea Square, but has the option to
trol. Of course, a Center not garrisoned (protected) makes do so. If a Confederate Pawn moves into this position and
enemy capture that much easier. does not attack, the Union Pawn, in its Turn, must attack or
Any Replacement Center oontrolled by the enemy cannot re- withdraw.
ceive a Replacement Pawn. Only those Centers in undisputed The half ocean square east of Delaware is considered a whole
friendly hands at the end of the designated Complete Turns may square.
receive Replacement Pawns. A Union Pawn may reach the Gulf from the Ocean by mov-
Such replacements may come from any group not presently ing to the last Ocean square marked 0, in one Turn-transfer-
on board, including the eliminated pile subject to the number ring the Pawn to the last Gulf square marked G in the next Turn,
available. Replacements cannot accumulate from month to then moving in the Gulf at the ocean rate in the 3rd Turn. Pawns
month. may return from the Gulf to the Ocean in the same manner.
Both players place their replacements on board at the conclu-
sion of the Confederate player's Turn in the replacement months.
MOUNTAIN SQUARES
Union player places his Pawns on board FIRST. Such Pawns
may be used immediately in the Turn following. A Pawn must STOP as soon as it lands on a Mountain Square.
At no time may either Army exceed maximum strength; In its following Turn, it moves through mountain squares at the
Union-15 Pawns; Confederate-9 Pawns. reduced rate of 1 square per Turn. Pawns may leave from the
last mountain square at the normal rate.
Prepare For Play Both Union and Confederate Pawns may move on a railroad
Union player places his Pawns on Board first.' He places 6 through mountains up to 8 squares per Turn.
BLUE Pawns on any square north of (but NOT adjacent to)
the border line. The Confederate player then places 6 RED MULTIPLE PAWN BATTLES
Pawns on any square south of this border line. Confederate
Pawns, only, may be placed adjacent to the border at the start. When several Pawns in different squares attack several enemy
It is now April 1861-the battle is about to begin. Pawns in different squares, the attacker has the choice of divid-
ing combat into more than one battle as long as these condi-
Routine Of Play tions are met:
1) He must fight every defending Pawn in whose controlled zone he has
1) Union player moves all the Pawns he chooses to move-
attacking Pawns.
becoming the attacker. Confederate player watches.
2) He must be in the controlled zone of the defending Pawn(s) he is
2) Union player resolves every combat situation, if any. He
attacking.
rolls the Die once for each battle (1 battle--l roll; 2 battles-
2 rolls; etc). Confederate player watches. The attacker may sacrifice one Pawn at unfavorable odds to
3) Confederate player moves all the Pawns he chooses to gain more favorable odds over other defending Pawns.
move-becoming the attacker. Union player watches. No Pawn may attack more than once in the same Turn-
4) Confederate player resolves every combat situation, if any. even if it finds itself adjacent to an enemy Pawn after combat.
5) One Complete Turn (month) is marked off on the Time The enemy has the option to attack or withdraw in its Turn.
Record Card-play returns to the Union Player.
Combat Results Table
PLAIN SQUARES
Study the Table before playing CIVIL WAR. When battIe
All Pawns may move through 2 plain squares per Turn. odds are determined, the attacker rolls the Die and both players
Pawns may cross railroad, river, Port and star squares as if obey the result given. For instance, if odds are 2 to 1 and a 6 is
they were plain. rolled, attacking Pawns are eliminated. A roll of 3 means the
defending Pawn must retreat 2 squares chosen by the attacker.
RAILROAD SQUARES A roll of 5 means both players lose 1 Pawn, etc.
If a player elects to travel along a railroad, his Pawn may For replacement parts, write for price list to: The Avalon Hill
move 2 squares to a railroad square and then move up to 8 Co., Baltimore 2, Md.

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