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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
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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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1 2 3 4
5 6 7 8
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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.
1 2 3 4
5 6 7 8
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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5 6 7 8
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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.