AHD3.1 Advanced Rules.pdf

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    21(Continued from Basic Game Rules Booklet)

    Table of ContentsA. Introduction ....................................................... 21

    A.1 The Rules ..............................................................21A.2 The Playing Pieces................................................22

    B. Supply ................................................................ 22B.1 Supply Sources......................................................22B.2 How to Trace a Supply Line...................................22B.3 Effects of Being Out of Supply ...............................22

    C. Movement .......................................................... 23C.1 Marches & The Command Table ...........................23C.2 [Optional] Containment..........................................24

    D. Combat ............................................................... 25D.1 Battles & The Command Table..............................25D.2 [Optional] Battlefield Morale ..................................26D.3 [Optional] Desertion...............................................28D.4 [Optional] Coastal Defenses ..................................29

    E. [Opt ional] Leaders ............................................ 30E.1 Leader Movement..................................................30E.2 Leaders in Battle....................................................30E.3 Leaders and Desertion ..........................................31E.4 Leaders Alone........................................................31

    F. Confederate Asp irat ions .................................. 31F.1 The Capture of Washington ...................................31F.2 More Support from the Border States ....................31F.3 [Optional] Foreign Intervention...............................32F.4 [Optional] The Confederate Navy...........................32

    G. Detailed Sequence of Play............................... 33H. Credits................................................................ 34

    I. Version 3.1 Designers Notes............................ 34I.1 Thoughts Concerning a 4th Edition.........................34

    A. IntroductionThese Advanced Game Rules add new systems and

    considerations to the play ofA House Divided. While

    these rules enhance the simulation value of the game(making it more realistic), they also add a degree of

    complexity that should not be undertaken by novice

    players.

    Like the Optional Rules in the Basic Game, players

    may freely pick and choose exactly which AdvancedGame Rules to use they may be employed

    separately or in any combination as if there were

    simply additional Basic Game Optional Rules.

    When playing with all of the Advanced Game rules

    that are not designated as Optional (i.e., Supply,

    Marches/Battles and the Command Table, The

    Capture of Washington, and More Support from the

    Border States), you are in fact playing Advanced

    Game; those are the core Advanced Game rules.

    A.1 The Rules

    This booklet contains theA House Divided

    Advanced Game Rules along with its numerous

    Optional Rules (highlighted in yellow thus).

    Charts, tables, and additional player aids areprovided in separate files.

    Game Terms:There is no glossary. When a new

    game term is introduced in these rules, you will find

    it underlined and explained nearby. To refresh your

    memory about a certain game term, scan through the

    rules booklet looking for underlined words.

    The following Advanced Game Optional Rule hasa pro-Union effect on play balance:

    E. Leaders

    The following Advanced Game Optional Ruleshave a pro-Confederate effect on play balance:

    C.2 Containment

    D.4 Coastal Defenses

    F.3 Foreign Intervention

    F.4 The Confederate Navy

    The following Optional Rules are neutral and havelittle effect on play balance:

    D.2 Battlefield Morale

    D.3 Desertion & Stragglers

    Also note that these are Living Rules in that they

    have been reformatted, reorganized, and include the

    games latest clarifications, notes and innovations.

    These Living Rules have been written and edited by

    Alan Emrich (who has been laboring overA House

    Dividedas both a designer and developer since its

    second edition in 1988). They are updated from time

    to time and made available for free at his web site:

    http://www.alanemrich.com/Games_Archive_pages/

    AHD_pages/ahd.htm

    AAHHoouusseeDDiivviiddeeddThe American Civil War: 1861 to 1865

    Special Living Edition Advanced Game Rules 2006 by Alan Emrich

    http://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htmhttp://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htmhttp://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htmhttp://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htmhttp://www.alanemrich.com/Games_Archive_pages/AHD_pages/ahd.htm
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    A House Divided version 3.1 Advanced Game Living Rules May 2006 edition

    A.2 The Playing Pieces

    The Advanced Game ofA House Dividedincludes:

    3 Confederate Border State Militia Infantry units(one each for Missouri, Kentucky, and Maryland)

    3 Leaders with stand bases (Grant, Sherman, and

    Lee) 4 Foreign Intervention units (2 Veteran Infantry, 1

    Crack Infantry, and 1 Crack Cavalry)

    B. SupplyAn army has to eat, and generals must take this fact into

    account or suffer from widespread disease and desertion.

    When Supply is Traced: At the beginning of each

    Player Turn, the player whose turn it is must

    determine which of his units are in or out of supply.

    Which Units Need Supply: A unit that is alone in a

    box is automatically in supply. If two or more units

    are in a box, they must trace a Supply Line.

    B.1 Supply SourcesUnits that are in Aligned Recruitment Cities (i.e.,

    ones containing a shield of their own color) are in

    supply if they can trace a Supply Line to any other

    friendly-owned Aligned Recruitment City.

    Units that are notin an Aligned Recruitment City are

    in supply if they can trace a Supply Line to any

    friendly-owned Aligned Recruitment City box that

    can, itself, trace a Supply Line to any other friendly-

    owned Aligned Recruitment City.

    B.2 How to Trace a Supply Line

    A Supply Line may be of any length; it is tracedfrom

    the units needing supply, through consecutive,

    connected friendly-controlled boxes, to an above-

    listed source within the rules listed below:

    Normal Supply: It may be freely traced through

    friendly-controlled boxes along rails and/or rivers.

    Road Supply: It may also be traced through boxes

    along roads, but onlyif the boxes on both ends of

    each length of the road transportation line being

    traced through are either: A) friendly-owned and of

    that sides color (i.e., within the original territory ofthat side); or B) occupied by at least one friendly unit

    (having forces in captured territory providing

    logistical support).

    Sea Supply: Union and Foreign Intervention units in

    port boxes, or that are able to trace a Supply Line to a

    friendly port box, are automatically in supply by sea

    (even if the Foreign Navy is 'off,' F.4). Exception:

    When using Optional Rule 4.71 (Fortress Monroe),

    the Union may not trace supply to either Yorktown or

    Norfolk if the Confederates control Fort Monroe.

    B.3 Effects of Being Out of SupplyIf a box with two or more friendly units is out of

    supply (i.e., cannot trace a Supply Line) at the

    beginning of your Player Turn, you must eliminate

    from that box one unit of your choice. Militia units

    are placed in the Recruitment Pool and other units are

    returned to your stock, as usual.

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    Recruitment: A player may notRecruit (7.0) in a

    city that is out of supply. Note that supply does not

    affect Promotions (6.0), only Recruitment.

    Supply Example: On the left, the two Confederate Militia Infantryunits at Evansville are in supply. That is because they are in an

    Aligned Recruitment City (it has a red shield) that can trace alongrivers and rails back to another friendly Aligned Recruitment City(Nashville). Note that if the Confederate Control marker was notin Paducah, these units would be out of supply. That is becausesupply can only be traced along friendly-controlled boxes.

    On the right, the Confederate player burst out of Nashville duringhis Movement Segment with his main army and was veryconcious about supply considerations. With his first March, hemoved the two Veteran Infantry, one Militia Cavalry, and one ofhis two Milita Infantry units from Nashville to Sparta andentrenched his remaining Militia Infantry unit (which he plans toPromote this turn during his Promotion Segment) in Nashville.With his second March, he activated Sparta and moved his

    Veteran Infantry and Militia Cavalry units as illustrated above.Note that the Militia Infantry unit in Sparta cannot entrench, asthat would require twoMarches in that box (since it is not aRecruitment City).

    As things currently stand, the Confederate Militia Cavalry unit isautomatically in supply since its a lone unit. The two ConfederateVeteran Infantry units in Glasgow can trace supply by road sincethe boxes at both ends of each length of the road arephysically occupied by a friendly unitback to Nashville, whichin turn can trace to Evansville.

    The entrenched Union units in Bowling Green, however, willbegin the Union Player Turn out of supply. Therefore, the Unionplayer will have to eliminate one of them at that time.

    C. Movement

    The Advanced Game ofA House Divideduses aCommand Table to more realistically demonstrate

    each sides ability to maneuver throughout the course

    of the war.

    C.1 Marches & The Command Table

    Although both sides got off to a slow start, the South

    managed to seize the initiative by 1862 due largely to the

    fact that a majority of the best Generals joined the

    Confederate cause. To complicate matters for the North,

    Lincoln had to appoint many political hack Generals to

    command his troops; most of these turned out to be

    disasters that had to be frequently be replaced.

    As the war progressed, however, the Norths overall

    leadership situation improved. By the time the war was

    winding down, the Souths transportation infrastructure

    was becoming a shambles due to a lack of maintenance

    and sheer destruction by Union cavalry raids.

    When using this rule, the procedure for Movement

    (4.0) is changed to the following:

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    Procedure:In order to move, the player rolls one

    six-sided die and consults the Command Table. The

    number rolled is cross-indexed with the current Game

    Year (e.g., 1861), and the number of Marches for that

    side is located.(See the Command Table.)

    Example:It is the 05 (May) 1862 Confederate Player Turn. TheConfederate player rolls a 3 and cross-indexes that die roll withthe year 1862. Using the second number of the result (i.e., theConfederate value), he has 4 Marches to spend this turn.

    C.2 [Optional] Containment

    There were many static containment situations involving

    Confederate troops keeping Union forces bottled up after

    they captured a Confederate port most lasting until the

    end of the war. The Unions Anaconda Plan, was to

    strangle the Confederate economy by an aggressive

    blockade of (i.e., capturing) Confederate ports.

    Instead of attempting to recapturea Confederate port

    box under Union control, the Confederate player may

    attempt to contain the Union units there.

    Procedure: Confederate units may move into any

    Confederate port box (plus Fort Monroe and

    Pensacola) that is currently under Union control and,

    instead of fighting a battle there, the Confederate

    player may designate that he is merely containing

    those enemy units.

    Coexistence: Although stacked together, neither side

    is obligated to fight a battle. Initiating a containment

    battle by either side is strictly voluntary and must be

    announced during that players Combat Segment.

    Union Movement: Before Union units may move

    along a transportation line out of a port box where

    they are being contained (i.e., notby Sea Movement;

    4.6), they must first remove the Confederate units

    containing them in battle. They may leave that port

    box by Sea Movement without penalty.

    Entrenchment: Both sides in a containment situation

    mayentrench (4.3) in that port box. Each side must

    spend the appropriate number of Marches to entrench

    its own units.

    If one side attacks the other in a containment

    situation, they become unentrenched (remove their

    marker) and must retrench normally on a later turn.

    Retreating: Units that lose a containment battle

    must retreat normally, thus automatically ending thatcontainment situation.

    Supply:Both sides may also trace a supply line out

    of a containment situation, (B.2) but not into or

    through such a box to other units.

    Control:The Union controls a contained port (re:

    Army Maximum Size, Confederate Recruitment).

    Example:Pictured above is a typical containment situation.Charleston is Union controlled (as indicated by the presence ofUnion units there). The Confederate player quickly moved in aCrack Infantry unit, declared a containment situation, and then

    entrenched it.This situation appearsto be a stalemate.Either side couldreinforce Charlestonand try to win a battlethere. Alternately, theycould leave without afight (the Union by SeaMovement) or just letthe stalemate continueindefinitely (a morelikely event).

    Use the second Battlefieldmarker as a Battle Turn marker.

    Slide it up and down the BattleRound boxes to indicate whether

    its the Attackers or Defenderspart of that Battle Round.

    If you like, you can think of thisas the way time is kept track ofin a baseball game. Here you

    see the Battle Turn marker is atthe top of the first inning...

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    D. CombatAs with movement, the Advanced Game ofA House

    Divideduses the Command Table to more

    realistically demonstrate each sides ability to

    maneuver on the field of battle.

    D.1 Battles & The Command TableWithout modern radio communications, 19th Century

    armies seldom just charged at each other en masse.Particularly during the first half of the war, the Union

    armies often outnumbered the Confederate armies they

    faced, but lacked the leadership to effectively employ their

    advantage in numbers.

    Measuring Time in Battle: Battles are measured in

    days. Four Battle Rounds equals one Battle Day. (See

    the Battle Day Turn Track.)

    Procedure: Each players Battlefield Command

    Value is determined at the start of each Battle Day,

    before the first Battle Round of that day begins (i.e.,

    at Dawn). Both sides separately roll one die and

    consult the Command Table.

    The resulting Battlefield Command Value is denoted

    on the Current Battlefield Command Value Track by

    placing a Control marker for the appropriate side in

    the box of the same value. This value is the number

    of Orders that player may issue during eachof his

    Battle Rounds that day.

    Spending one Order allows a player to attack withone friendly unit during a Battle Round.

    Spending one Order allows a player to receiveBattlefield Reinforcements (5.5) during that

    Round (that is, one eligible Reinforcement unit

    from each adjacent, connected box). Note that

    these units must each receive an additional Order

    to also fire in that same Round.

    Spending two Orders allows a player to Rally oneRouted unit when using Optional Rule D.2

    (Battlefield Morale). Like Reinforcements, these

    units must each receive an additional Order to

    also fire in that same Round.

    Unspent Orders are wasted; they cannot be savedup from Round to Round.

    Second and Subsequent Battle Days: At the start of

    each subsequent Battle Day (should it last more than

    one day), another die is rolled by both sides on the

    Command Table. This value is added to one-half

    (rounded up) of the previous days Battlefield

    Command Value.

    A maximum Battlefield Command Value of eightis ever allowed in a given Battle Day.Beyond that

    value, Battlefield Command simply breaks down.

    Battlefield Reinforcements: In the Advanced Game,

    Rule 5.5 (Reinforcing a Battle), is changed in one

    way: Reinforcements moving to a battle no longer

    automatically arrive for free. Instead, a player must

    spend an Order to activate the Battlefield box as a

    Reinforcement Location. When so activated, apply

    rule 5.5 normally.

    Example: In a battle fought in 1862, the Union player rollsa 4 for on the Command Table; his Battlefield CommandValue for that day is 3as shown on the following CurrentBattlefield Command Value Track illustration. Thus, he mayonly issue three Orders per Battle Round that day.

    If the battle goes into a fifthBattle Round, a new daybegins. The Union player would again roll on the CommandTable and add the resulting Battlefield Command Value tohalf (rounded up) of his previous days value. If he rolled a

    1this time, he would have a total Battlefield CommandValue of 4for this second Battle Day (2for todays roll, plus2carried over from the previous days value) as shown onthe track below. Thus, for Battle Rounds five through eight(i.e., the second Battle Day), the Union player could issuefour Orders per Battle Round that day.

    If the battle was fought into a ninthBattle Round (i.e., athirdBattle Day), then the Union player would make yetanother roll on the Command Table and obtain a newBattlefield Command Value for that day. If the Union playerrolled a 5this time, he would have a total Battlefield

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    1 2 3 4

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    Command Value of 6for the third Battle Day (4 for todaysroll, plus 2carried over from the previous days value).Thus, for Battle Rounds nine through twelve (i.e., the thirdBattle Day), the Union player could issue six orders perBattle Round that day.

    D.2 [Optional] Battlefield Morale

    The quality of troops not only affected their ability to

    inflict damage on enemy units in battle it also affectedtheir ability to stay on the battlefield and see the fighting

    through. The object of a 19th Century battle was to make

    the other sides army leave the battlefield. This was

    accomplished by making it as inhospitable for the other

    side as possible (primarily by shooting at them).

    Winning a battle was often a matter of endurance. If you

    could get your troops to stay when all they wanted to do

    was run away, you could win. Unfortunately, troops,

    especially poor quality troops, have a mind of their own;

    their morale can break and they might flee the battlefield

    precipitously.

    When Morale is Tested: After the enemy player hasfired during a Battle Round, all newly-Reduced units

    mustmake a Morale Check.

    Full strength units, eliminated units, and units thatwere Reducedprior to the current Battle Round

    nevermake Morale Checks!

    Procedure: A unit makes a Morale Check by rolling

    a die and comparing the result to that units Morale

    Value. (See the Morale Table.)

    Subtract one from a defending units MoraleValue if it is entrenched. This means that an

    entrenched Crack units Battlefield Morale willnever break!

    If the die roll is less than or equal tothe units

    Morale Value, it is Routed. Place it back on the

    mapboard in the battlefield box (look for the

    Battlefield marker), Reduced-side up, to indicate its

    Routed status.

    If the die roll is greater thanthe units Morale Value

    there is no effect the unit continues to participate in

    the battle normally (as a Reduced unit).

    Effects of Being Routed:

    Routed units are considered

    off the battlefield (i.e., no

    longer in that players Battle

    Line). Therefore:

    While Routed, a unit mayneither fire nor be fired at.

    While Routed, a unit isconsidered eliminated for

    purposes of winning or

    losing the battle (5.0).

    So, Routed units, although alivebut relocated to the battlefield boxon the map, are considered

    eliminated for the purposes ofdetermining a battle victory.

    In other words, if you Rout thelast unit in my Battle Line, youwin the battle. You didn'teliminateall my units in that battle(yet... there's still Desertion to berolled for), but the fact that youRouted the last of my units off theBattle Line and I suddenly haveno more units left that can fire orbe fired at means that you

    instantly win the battle.

    Routed units in a defeatedarmy that cannot retreat are

    eliminated.

    Routed units automaticallybecome unentrenched and

    remain so even if rallied (see below) and at the

    conclusion of the battle.

    Morale Recovery: During a players Battle Rounds,

    he may expend two Orders to Rally one Routed unit.

    In addition, at the end of each Battle Day (i.e., atDusk), before the Battlefield Command Value (D.1)

    is determined for the next day, both sides may Rally

    oneRouted unit for free (i.e., at no cost in Orders).

    To indicate a units status changes from Routed to

    Rallied, simply return it from the battlefield box on

    the map and have it rejoin those units that are still

    actively fighting on the Battle Line.

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    CCuurrrreenntt BBaatt tt lleeffiieellddCCoommmmaannddVVaalluueeTTrraacckkThe Battle Line

    Each players BattleLine consists of thoseunits that are currentlyengaged in battle i.e.,those units that can fire(if ordered) and be firedupon. Units that rout(D.2) are notconsidered on theBattle Line.

    Every time it is his turnto fire during a BattleRound, the firing playerchooses from among allthe units present on

    both sides Battle Lines(that is, both his firingunits as well as thedefender's target units).Which units are doingthe shooting and whichunits they're firing at iscompletely fluid it canchange freely withevery player's BattleRound.

    There is no battlefield"reserve" inA HouseDivided. No units onthe Battle Line can be"screened" from enemyfire. If a unit is presentin the Battle Line, it canbe chosen as a targetby the firing player.

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    Example:It is 1862 and four Union Militia Infantry units Marchfrom Washington along the Potomac River (which is only usableby the Union, see 4.2) to attack a lone Confederate VeteranInfantry unit in Fredericksburg.

    The Battlefield marker is placed in Fredericksburg and the unitsthere engaging in battle are placed off the board to one sidewhere they can line up against each other and exchange shots

    (i.e., they are placed on the Battle Line).There are no reinforcements nearby and both players aredetermined to fight to the bitter end.

    Dawn:Both sides roll on the Command Table to determine theirBattlefield Command Value (BCV). The Confederate player rollsa 1 for a BCV of three Orders per Round this day; the Unionplayer rolls a 5 for BCV of four Orders per Round this day.

    Round 1:The Confederate Veteran Infantry unit fires at one ofthe Union Militia Infantry units and hits it with a die roll of 4 itschance to hit being increased by 1 during the first two BattleRounds because it is firing at a unit that has crossed a river. TheUnion Militia Infantry unit is flipped to its Reduced side.

    Since the Confederate player has completed all of his fire, the

    newly-reduced Union Militia Infantry unit must now check itsmorale. The Union player rolls a 3; since that result is less thanor equal to its Morale Value, that unit is Routed and placed backin Fredericksburg on top of the Battlefield marker there (i.e., thisunit is placed off the Battle Line where it can no longer fire at, orbe fired upon by, enemy units).

    The Union player decides to spend three Orders to fire his threeremaining Union Militia Infantry at the entrenched ConfederateVeteran Infantry unit, each with a chance to hit on a 1 (because itis entrenched). Only one Union unit manages to score a hit. TheConfederate Veteran Infantry unit is flipped to its Reduced side.

    Since the Union player has completed all of his fire, the newly-reduced Confederate Veteran Infantry unit must now check itsmorale. The Confederate player rolls a 2; since that result is notless than or equal to its modified Morale Value (its basic MoraleValue of 2 is reduced by one because that unit is entrenched),that Veteran Infantry unit remains in action on the Battle Line (atits Reduced value).

    Round 2:The Confederate Veteran Infantry unit again fires atone of the Union Militia Infantry units and, again, hits with a dieroll of 3. The Union Militia Infantry unit is flipped to its Reducedside.

    Since the Confederate player has completed all of his fire, thenewly-reduced Union Militia Infantry unit must now check itsmorale. The Union player rolls a 1; since that result is less thanor equal to its Morale Value, that unit also Routs back to theBattlefield marker in Fredericksburg.

    The Union player uses two of his Orders this Round to fire thetwo units left on his Battle Line He uses his remaining two Orders

    to Rally one of his Routed units back from the Fredericksburgbox and he returns it, still on its reduced side, back to the BattleLine.

    Both Union shots miss, however, so the battle continues.

    Round 3:The Confederate Veteran Infantry unit fires at thereduced-strength Union Militia Infantry unit that just rallied (inhopes of finishing it off) and, again, gets a hit it with a die roll of 2.That Union Militia Infantry unit is eliminated.

    The Union player, once again, uses two of his Orders this Roundto fire the two units left on his Battle Line He uses his remainingtwo Orders to Rally his remaining routed unit back from theFredericksburg box and he returns it, still on its reduced side,

    back to his Battle Line.

    Again, both Union shots miss! The battle continues

    Morale TableA newly Reduced unit fails its MoraleCheck if the die roll is less than orequalthe units adjusted Morale Value:

    MoraleValue Unit Type

    1 Crack

    2 Veteran3 Militia after 18614 Militia in 1861

    Morale Value Modifiers

    Morale Checks:

    Failure causes that unit to Rout.

    -1 If that unit is entrenched.

    Desertion Checks:

    Failure eliminates that unit.

    +1 If that unit is on the losing /retreating side.

    -1 If that unit was not Routed.

    -1 If there is a friendly Leader unitpresent at that battle.

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    D.3 [Optional] Desertion

    While both armies suffered greatly from desertion,

    particularly after a battle lost, it was always worse among

    the newly formed Militia units. Seeing the carnage from

    this, the worlds first modern industrial war, was quite

    shocking to this generation.

    At the end of every battle, bothsides must roll for theDesertion of units that participated in it.

    Who Can Desert:Allreduced (red-numbered) units

    mustmake a Desertion Check (regardless of how or

    when they became reduced). Full-strength (white-

    numbered) units never suffer desertion.

    Procedure: A unit makes a Desertion Check by

    rolling a die and comparing the result to that units

    Morale Value. (See the Morale Table.)

    Add one to a units Morale Value if it is on thelosing / retreating side in that battle.

    Subtract one from a units Morale Value if it wasnot Routed (D.2). Thus, a reduced unit receives

    this morale benefit if it was still among those on

    the Battle Line when the battle ended, and not on

    the map routing in the battlefield box.

    Subtract one if a friendly Leader was present atthat battle (if Optional Rule E. is being used).

    If the die roll is less than or equal tothe units

    Morale Value, it is eliminated through desertion.

    If the die roll is greater thanthe units Morale Value

    there is no effect the unit remains in play normally retreating with any other survivors, if necessary

    and awaiting Recovery (5.7).

    Example: The Confederate player went on to win the battle inthe preceding example because the Union player retreated at thebeginning of one of his Battle Rounds. The surviving Union unitswere one full-strength Militia Infantry unit and one Routed,reduced-strength Militia Infantry unit. The Confederatesconcluded the battle with one entrenched, reduced-strengthVeteran Infantry unit.

    The full-strength unit does not check for Desertion.

    The Routed reduced-strength Union Militia unit has a modifiedMorale Value of 4 (3 for its base value, plus 1 for being on thelosing side). The Union player rolls a 4, which is greater than orequal to the units modified Morale Value and that unit iseliminated (deserts) and returned to the Recruitment Pool.

    The reduced-strength Confederate Veteran unit has a modifiedMorale Value of 1 (2 for its base value, minus 1 for not beingrouted i.e., for being on the Battle Line and not back on themap in Fredericksburg where the Battlefield marker was). TheConfederate player rolls a 3 and that unit does not desert; itremains in play entrenched and reduced in Fredericksburg.

    Battle Day SequenceWhen using all of the Advanced and Optional Rules, theseare the steps you must follow when conducting a battle:

    A. Dawn: Begin Batt le DayEach player rolls on the Command Table and adds theresult to 1/2 of the previous days Battlefield Command

    Value (if this is the second or subsequent Battle Day),rounded up. The result is that players current BattlefieldCommand Value (i.e., the number of Orders he can issueper Round) for this Battle Day.

    Adjust the Flag markers on the Current BattlefieldCommand Value Track accordingly.

    Place Leaders on this Track in the numbered box thatcorresponds to their Leadership Value. They can issuethat many additional Orders each Battle Round (E.2).

    B. Combat Rounds(4 per Battle Day)1. Defender May Retreat:He may retreat and

    immediately lose the battle (beginning with the secondRound on the first Battle Day and every Battle Round

    thereafter).2. Defender Reinforces:He may spend an Order to add

    reinforcements from all available adjacent boxes(beginning with the second Round on the first BattleDay and every Battle Round thereafter).

    3. Defender Rallies:He may spend two Orders perfriendly unit routed at this battle to return it from thebattlefield box on the map to his Battle Line.

    4. Defender Fires:He may spend one Order per friendlyunit in his Battle Line to enable it to fire at an enemy unitthis Battle Round. Designate a (Like, 5.2) target foreach firing unit before rolling any dice.

    Roll a separate die for each firing unit and apply the

    effects of any hit results.5. Attacker Checks Morale:After all enemy fire that

    Battle Round, newly-reduced units must check theirmorale to see if they rout off the battlefield (D.2).

    6. Attacking Player:Repeat steps 1-5 but with the rolesreversed the Attacker gets to retreat or spend Ordersto reinforce, rally, and fire, while newly-reduceddefending units must check their morale.

    7. Advance the Battle Turn marker one round andrepeat these steps for each of the fourRounds of aBattle Day.

    C. Dusk: End Battle DayEach side may rally one routed unit (D.2). Begin a new

    Battle Day at Dawn and continue fighting Battle Rounds.D. Victory, Desertion & Promotion

    Once the victor of the battle is decided, all reduced-strength units (regardless of when or how they becamereduced-strength) that participated in that battle mustcheck their morale to see if they desert (D.3). Survivingunits return to the map, either holding the battlefield boxand receiving a battlefield promotion (for the winner) orconducting a retreat (for the loser).

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    D.4 [Optional] Coastal Defenses

    Conducting Naval Invasions could be very difficult. The

    Confederates tied up large numbers of men to garrison

    their ports men who were greatly needed at the front.

    These port garrisons often challenged the nearby landings

    of Union soldiers from their prepared positions.

    Port Garrison Units: Toreflect the presence of coastal

    defense artillery and other

    harbor defenses, each

    Confederate port that is also a

    Recruitment City should

    receives an intrinsic notional

    Port Garrison unit with a

    Defensive Combat Value

    equal to the citys Confederate

    Recruitment Value.

    A Port Garrison unit is

    onlyemployed when thatport city is defending itself against a Union Naval

    Invasion (4.7).

    The intrinsic Port Garrison unit isnever destroyed. If the Confederates lregain contro

    of a captured port box, the full strength Port

    Garrison unit again becomes available.

    Confederate controlled Union (blue box) ports,including Baltimore, never receive Port Garrison

    units.

    Movement: A Port Garrison unit may never moveor retreat; it always stays in its city and fights to the

    death, even if other Confederate units retreat (5.4).

    Battles: A Port Garrison unit functions thus in

    battles:

    It is always at full strength at the start of a battle.

    It is always considered entrenched (5.31). OtherConfederate units in that port city have to

    entrench there normally by expending a March.

    Its morale is never checked (D.2 and D.3).

    Like an actual unit, it costs an Order for it to firein a Battle Round and it must be hit twiceduring a

    battle in order to destroy it.

    A Battle initiated against a Port Garrison unitcanbe reinforced (5.5).

    Any Union units attempting a Naval Invasionmust destroy the intrinsic Port Garrison unit, in

    addition to dealing with any other enemy units

    New Orleans receives ailt-in, imaginary Portris

    a

    buGarCombUnion

    on unit with at Value of 2 vs.Naval Invasions.

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    that are present defending that invaded

    Confederate port, in order to win the battle there.

    Recovery:A Port Garrison unit automatically

    recovers (5.7) after a battle for free (if Optional

    Rule 5.71, Resting the Army, is being used) while

    that port is controlled by the Confederates.

    Promotions:A Port Garrison unit cannot receive aPromotion (6.0).

    The Union player receives noPromotion for

    defeating only a Port Garrison unit in battle. He

    does receive a Promotion if the battle also involved

    fighting regular Confederate units.

    E. [Optional] LeadersGreat generals are a product of good

    fortune. You must not only be the right

    person with the right skills, but you must

    also be in the right place at the righttime and have the right political

    connections. Many generals could have

    been represented but, for the grand

    strategic scale ofA House Divided, the

    number of Leader units for each side,

    and their ratings, fit very well into the

    combatants capabilities at various

    times throughout the Civil War.

    The Leader Units: Three stand-up Leader units are

    provided in the Advanced Game ofA House

    Divided: Lee, Grant, and Sherman.

    The white numbers on each Leader unit show itsLeadership Value.

    The top date listed on a Leader unit indicates theGame Turn it enters play. When initially placed on

    the map during its owners Movement Segment of

    that Game Turn, Leaders are placed by their

    owner on any box that contains a friendly unit.

    The bottom date is when its Leadership Valuechanges use the applicable current value.

    The status change for a Leader represents different things.

    For Lee, it represents the loss of his right arm, General

    Stonewall Jackson. For Grant and Sherman, itrepresents their promotions to larger, more independent

    commands.

    E.1 Leader Movement

    A Leader, like other units, can make a maximum of

    two Marches.

    These Marches can be independent of other units

    When Marching with other units, the Leader can be

    included in their Jump Move (4.4, 4.5), Sea Move

    (4.6) or Naval Invasion (4.7). Leaders move like

    , at

    no March cost, or with other units.

    Cavalry (4.0), but cannot make a Cavalry Jump Move

    unless actually moving with a Cavalry unit.

    A Leader unit may move together with any unit in its

    box when it is activated by a March. This includes

    riding with that units Jump Move (4.4, 4.5), Sea

    Move (4.6), or Naval Invasion (4.7). Tagging along

    with another unit thus is a free move for the Leader.

    Moving Independently: A Leader unit may also

    move independently of the other units it is stacked

    with for free (i.e., at no March cost).

    A Leader unit may conduct up to twofreeMarches each Player Turn. (Like other units, two

    Marches is also a Leaders Speed Limit per

    Movement Segment.)

    Leader units move like Cavalry units, but cannotmake a Cavalry Jump Move (4.4) unless actually

    moving along with a Cavalry unit.

    Reinforcing a Battle: A Leader unit may move

    together with any unit in its box when it reinforces a

    Battle (5.5). Alternately, a Leader unit may also

    reinforce a Battle by moving alone.

    Leaders do not affect the movement of other units.

    E.2 Leaders in Battle

    When Leaders are present at a battle, they may issue

    a number of Orders each Battle Round equal to theircurrent Leadership Value. This is in addition to their

    sides normal Battlefield Command Value (D.1).

    Procedure: When a Leader unit is at a battle, place it

    in the box on the Current Battlefield Command Value

    Track that corresponds to its Leadership Value. Do

    not add its Leadership Value to that sides Command

    Value and increase the position of the Flag marker!

    This is important during multi-day battles when

    adding half of the previous days Command Value to

    the new Command roll; Leaders dont contribute to

    the Command Value they just issue additional

    Orders each Battle Round.

    The maximum number of Orders that either sidecan give during a single Battle Round is still eight

    (although you will reach that value faster and

    more often with a Leader present on your side).

    Leaders who reinforce a battle (5.5) may not addtheir Leadership Value on the Round of their

    arrival, but may do so on all subsequentRounds.

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    When Grant and Sherman are at the same battle,the Union player may combinetheir Leadership

    Values and both issue Orders each Battle Round.

    E.3 Leaders and Desertion

    Units making a Desertion Check (D.3) may subtract

    one from their Morale Value if a friendly Leader was

    present at that battle. Grant and Sherman may notcombine to subtract two.

    E.4 Leaders Alone

    Leader units alone in a box do not alter its current

    control status (8.0). That is, Leaders units by

    themselves cannot capture or recapture a box.

    Leader units that find themselves alone in a box with

    enemy units are not destroyed. They are simply

    placed back on the map again (see above) at the end

    their owners next Player Turn. There is no

    Recruitment cost; Leaders are replaced for free.

    E.5 Leader Redeployment

    A Leader can be removed from the map at any

    time and relocated to any box with a friendly unit at

    the end the next Player Turn.

    F. Confederate Aspirationsve subscribed to the Lost

    a

    rs

    have ended the war. Under this rule,

    ton will often win the war unless th

    The Confederacy does not automatically win if

    Washington is captured.

    Procedure: Instead roll one die and subtract thatamount from the Union Army Maximum Size value.

    If a 1 is rolled, subtract two.

    If the Union recaptures Washington, add only itsRecruitment Value (of one) to the Union Army

    Maximum Size.

    F

    B

    t

    (

    w

    incursi

    principally aim

    Confederate b eir complete supportfor the Southern w

    The Confederat tate

    .2 More Support from the Border States

    oth sides anticipated more support for

    he Confederacy from the Border States

    Missouri, Kentucky, and Maryland) than

    ere provided historically. Confederate

    ons into these States were

    ed at rallying them to the

    anner and enlisting thar effort.

    e Splayer checks for Border

    Support

    In hindsight, many people ha

    Cause theory of Southern defeat (see the films Birth of

    Nationor Gone with the Windfor examples). To the wa

    participants, however, things looked very different. These

    historical expectations representing Confederateaspirations are simulated by the following rules.

    F.1 The Capture of Washington

    It is not necessarily true that the Confederate capture of

    Washington would

    capturing Washing e

    South is losing badly in other areas. Even if the South

    doesnt win the war, Washingtons loss will have a

    permanent effect on the Unions overall morale.

    at the beginning of each Confe

    urn in which the Confederates

    derate Player

    T control every

    Re her Missouri (St. Joseph,

    Sp

    Green

    Pr

    co upport

    Ta Support Value modifier that applies.

    Remo

    the C

    States Confederate Militia Infantr is added to

    the s:

    .

    mmitted and

    .

    cruitment City in eit

    ringfield, and St. Louis), Kentucky (Bowling

    and Louisville), or Maryland (Baltimore).

    ocedure:Roll a die for each of the above-

    ntrolled Border States on the Border States S

    ble; use every

    sult: If the die roll is greater thanthat StatesdifiedSupport Value, it moves politically closer to

    onfederacy with this solegame effect: That

    y unit

    Recruitment Pool and functions thu

    It remains in play for the rest of the game.

    It functions exactly like the other ConfederateMilitia Infantry units.

    It can be recruited in any friendly ConfederateRecruitment City, not just those in its own State

    That States boxes do notmagically change color norare there any other effects.

    No further Border State Support checks are made for

    this State. This event can only occur onceper Border

    State per game.

    If the die roll is less than or equal tothat States

    modified Support Value, it remains unco

    can be rolled for again on qualifying future turns

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    C p

    F.3 [Optional] Foreign Intervention

    The South was pinning its hopes (and the Union its fears)

    on a long shot hoping for foreign recognition and

    intervention from a European great power (Great Britain

    in particular). The South never achieved the impressive

    military victories that would have triggered this event.

    With this rule, you can recreate this historical possibility.Triggering Foreign Intervention: Foreign

    Intervention is triggered by the South only if allof

    the following conditions exist at the beginningof any

    Confederate Player Turn:

    The Confederate Army Maximum Size is within 3of the Union Army Maximum Size.

    The Confederates control at least one UnionRecruitment City with a Recruitment Value of 2

    or more,plus Washington DC.

    Either noConfederate Recruitment City (i.e., onewith a red shield in it) with a Recruitment Value

    of 2 or more is Union controlled or, for each one

    that is, another Union Recruitment City with a

    value of 2 or more is Confederate controlled.

    Effects n: If Foreignof Foreign Interventio

    Inte ffects:rvention is triggered, it has the following e

    The Confederate player may also perform Sea

    onfederate player may notperform River Jum

    Movement (4.6), just like the Union. The

    Moves (4.5), use the Potomac River (4.2), or

    conduct Naval Invasions (4.7).

    The Confederate player receivesthe four Foreign Intervention

    units. They are placed in Europe

    (i.e., off to the side of the

    mapboard in an imaginary

    friendly port box).

    Foreign Intervention Units: Foreign Intervention

    units function under the following rules:

    The yy do notcount against the Confederate ArmMaximum Size.

    They must be brought over to the United Statesfrom Europe by using Confederate Sea Movement

    (at the usual rate of one March per unit).

    They cannot receive Promotions (6.0).

    If destroyed, they canbe replaced during theConfederate Recruitment Segment. However, each

    Foreign Intervention unit costs two Recruitment

    Points to replace. These units are recruited back

    in Europe and, once again, require Confederate

    Sea Movement to get back onto the game board on

    a future Confederate Player Turn.

    F.4 [Optional] The Confederate Navy

    Just as the Union player may make Naval Invasions when

    he rolls a 6 for Marches that game turn (4.7), now the

    Confederate player may similarly make a naval decision.

    If, during the Confederate Movement Segment, the

    Confederate player rolls a 6 for Marches that turn,

    he may commit oneof his three Naval Resources.

    It costs the Confederate playerfour Marches tocommit a Naval Resource.

    To indicate Confederate commitment of that Naval

    Resource, place a Confederate Control (Flag) marker

    in the corresponding box on the Confederate Naval

    Display.

    Effects: While the Confederate Flag marker residesin that box, its corresponding special rule is in effect:

    Confederate Domestic Naval Resources

    Ocean Raiders:One is added to the Confederate

    Maximum Army Size.

    Riverine Ironclads:The Union player is

    prohibited from making River Jump Moves

    (4.5).

    Border States Support TableRoll for each Border State if every RecruitmentCity in it is Confederate controlled. If the result isgreater thanthat States modified Sadd its Militia Infantry unit to the Re

    Support Border

    upcruit

    port Value,ment Pool.

    Value StatelandKentucky

    Union Maximum Army Size.

    4 Mary32 Missouri

    Support Value Modifiers:

    Pro Confederate:

    -1 if the Confederate Maximum Army Size iswithin 5 of the

    -1 if it is 1861.

    -2 if Washington is Confederate controlled.

    Pro Union:

    +1 If it is 1864 or 1865.+1 if the Union Maximum Army Size is 10 or

    more greater than the Confederate MaximumArmy Size.

    +1 if Richmond is Union controlled.

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    Coastal Ironclads:All Confederate Coastal

    Defense (D.4) values are increased by one.

    (E.g., Charlestons notional Port Garrison unit

    would have a value of 3). This also means that

    a Confederate port which is not a Recruitment

    City (e.g., Norfolk) is considered to have an

    intrinsic notional Port Garrison unit with a

    Defensive Combat Value of 1.

    Foreign Navy: This Box functions differently

    than the above-listed domestic Confederate

    Navy boxes. When Foreign Intervention is

    triggered, place a Confederate Flag marker in

    this Box to remind players that its effect is

    on and that the Confederate player may

    conduct Sea Movement (4.6) just like the

    Union Player.He may notperform River Jump

    Moves (4.5), use the Potomac River (4.2), or

    conduct Naval Invasions (4.7).

    Unio nionn Naval Response: During anyUMovement Segment, the USA player may counter a

    Confede This is indicated byrate Naval Resource.

    flipping the Confederate Flag marker in any oneCSA

    Nava e Foreign Navyl Resource box (including th

    box) over to its Union Flag side.

    It acosts the Union player two Marches to counterConfederate Naval Resource.

    E lag marker in a Confederate Navalffect:A Union F

    Resource box indicates that its corresponding special

    rule is no longer in effect.

    In th ourcee three Domestic Confederate Naval Res

    b ers, Riverine Ironclads, andoxes (Ocean Raid

    Coastal Ironclads), a Union Flag marker also

    indicates that the Confederate player may no longer

    employ that Naval Resource. That is, the Confederate

    commitment of each of their three domestic Naval

    Resources is a once-per-game event.

    The War at Sea: Unlike the three domestic

    Conf anederate Navy boxes, the Confederate player c

    flip t Box back tohe Flag marker in the Foreign Navy

    its Confederate side. He does this at a cost of one

    Recruitment Point during his Recruitment Segment.

    Sequence of

    nds the

    Sequence of Play a bit. Here is what the Segments of

    Turn would look like with every

    ign Intervention (F.3)

    erate Navy

    ts

    3

    )

    4 Battle Rounds per Battle Day

    )

    from anywhere

    F.4)

    G. DetailedPlay

    TheA House DividedAdvanced Game exte

    each Player

    vanced and Optional Rule included:Ad1. Preparation

    Supply (B.)

    Confederate Border State Support (F.2)

    Fore

    ent(C.)2. Movem

    6 = Union Invasions / Confed

    Marches can refit reduced-strength uni

    . Combat(D.)

    Dawn: Establish BCV (# of Orders / Round

    Also Leaders Orders (cant exceed 8 total)

    1 Order to fire

    1 Order to reinforce

    2 Orders to rally

    Dusk: Rally one routed unit

    Withdraw / Reinforce beginning 2nd Round

    Morale Checks for newly-reduced units (D.2

    Post Battle Desertions (D.3)

    Control marker adjustments

    4. Promotions

    One among victorious survivors at each Battle

    One additional

    Confederate Replacement Training roll

    5. Recruitment

    Recruitment can refit reduced-strength units

    Replacing Foreign Intervention units costs two

    (F.3)

    Confederate Reactivation of Foreign Navy (

    6. Leader Replacement

    Leaders lost on thepreviousGame Turn are

    returned to play at this time (E.4)

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    34

    Emrich:

    ris, Gregenstein,

    and Vince DeNardo.Graphi

    Franz VohwinkelProduction:

    Michael Bruinsma, Ulrich BlennemannProofreading and Add itional Suggestions (v3.1):

    Steve Best, Joe Schweninger, William Woodhill

    I. Version 3.1 Designers

    NotesWhen Phalanx GamesreprintedA House Divided,

    although it was dubbed a 3rd Edition, the rules where

    essentially unchanged from the 2nd Edition I wrote

    back in the late 1980s. Over the years, however, I had

    managed to accumulate a bit of errata, plus some

    corrections and variants for the game that I had

    longed to incorporate in it. After continuously

    receiving emails over the years from dedicated

    players, I have finally decided to make a thorough

    job of it and have created what I call these Version

    3.1 rules booklets.There are only twobooklets now, and each has its

    Optional Rules built in with a shaded background.

    Matters of phrasing, timing, and examples have

    greatly improved the games clarity (admittedly, at a

    cost in weight, going from 20 pages to over 30).

    Some matters have been made more historically

    accurate across both rules booklets, such as the 1861and 1864 Scenario setups, Kentucky Neutrality,

    Refitting the Army, spending an Order to call in

    Reinforcements or two Orders to Rally units during a

    battle, and committing Confederate Naval Resources.

    Many little things have been subtly simplified, andLeaders in battle are much easier to employ now.

    In addition to the rules, Ive created player aids to

    flank the game board which should help keep

    everything organized.

    ncerning a 4th Edition

    Units

    A complete sheet of these proposed additional pieces

    is included in a separate file for those who want to

    make their own set and start using them.

    Below are some samples:

    H. Credits I.1 Thoughts CoShould a 4th Edition ofA House Dividedbe

    published, I would create the following units and

    make the map corrections suggested below:

    Game Design (1st Edition: 1981):Frank Chadwick

    Redesign (2nd Edition: 1989; 3rd Edition : 2004):Alan

    Developers

    John Harshman, Alan Emrich, and Marc W. MillerPlaytesters:Tim Brown, John Astell, Dave Emigh, Tom HarNovak, Ben Knight, David MacDonald, Kathy ZeidKeith Poulter, Gary E. Smith,

    cs:Front Back Type

    Orders

    ke

    UnionBCV /

    mar r

    RebelBCV /

    Orders

    marker

    'Flat'

    Leader

    Rebel

    Port

    Garrison

    Rebel

    Naval

    Resource

    Entrench-

    ment

    markers

    (6)

    Control

    markers

    (8)

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    35

    Map Corrections

    There are four discrepancies between the 3rd Edition

    map and the earlier versions. I believe that the earlier

    versions should stand as correct.These are:

    Petersburg: the river to Yorktown should flow out of

    the top of this box.

    Selma: the railroad to Jacksonville should run

    through the top of this box.

    Louisville: the river to Evansville should flow out of

    the bottom of this box.

    Nashville: the river to Fts. Henry & Donelson should

    flow out of the top of this box.