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The Lost Cause Advanced Game Rules v0.1
The Lost Cause
The American Civil War: 1861-1865
[3.0] ADVANCED GAME
SET UP
Advanced Game Rules
[1.0] INTRODUCTION
2. Set up the other Information Markers:
• The three named Control markers
(e.g., Shenandoah Valley) are placed
in their respective named Strategic
spaces on their Confederate sides.
6. Set up the Confederate (“Southern”)
Resource markers:
• Add the butternut colored Resources
markers to play, setting them up as per
Basic Game Rule 3.0 #6.
7. Set up the Event cards:
• Add the Broadsheet (lettered, 1861)
cards to play, setting them up as
described below.
• Turn the stack of 1861 cards (including
the Broadsheets) face-down and
shuffle them. Count off the top nine
(9) cards and place them, face-down,
near the map, to form the Draw Pile.
• Turn the stack of 1862 cards facedown and add to it the remaining three
(undealt) 1861 cards, also face-down.
The Lost Cause Advanced Game Rules
integrate with the Basic Game Rules,
supplementing those rules and using their
numbering. These rules add the dramatic
final year (1865) to gameplay, alternate
Union (in the form of new Tracks and
Spaces on the map) and Southern strategies
(with Strategic spaces plus a wider variety
of Command actions), Broadsheet Random
Event cards, Union Advanced Bases, and
more Southern Resources.
When playing the Advanced Game, if there
is a conflict between the two rules sets, the
Advanced Game rules take precedence.
[2.0] GAME EQUIPMENT
[4.0] SEQUENCE OF PLAY
Month Sequence
2. If a Broadsheet Event card is revealed,
follow its instructions.
[5.0] THE EVENT CARDS
[2.1] The Game Map: Use the Advanced
Game side of the map and Player Aid sheet
(with the added Tracks and Tables).
[2.2] Event Cards: Introducing the
Broadsheet (“Random Event”) card:
• Broadsheet Event Cards represent
generic pronouncements or themes,
recurring game events, special abilities,
or circumstances and are individually
lettered (instead of numbered, as the
Headline cards are). These cards can
appear more than once per game.
Broadsheet Title
Year (1861) / Card Letter (Green)
There are two types of Event cards that
drive the game, Broadsheet and Headline.
[5.1] Broadsheet Cards: These cards are
identified by having an ID letter (instead of
number) and offer a variation in the story’s
main (Headline card driven) narrative.
Broadsheet cards are self-explanatory;
simply follow their instructions.
After its use, a Broadsheet card is added to
the next Year’s pile of cards (where it will
be shuffled in again among them). That is,
these cards are “recycled” as per 14.6.
[6.0] ACTIONS IN GENERAL
 : Conditional actions (6.2) are subject to
Broadsheet card effects.
 : Directed action. This action always
occurs unless it is subject to a
Broadsheet card effect.
 : Mandatory actions are not subject to
Broadsheet card effects.
Instructions
[7.0] UNION ACTIONS
[7.3] Union Army Activation: When
activated, a Union army performs the first
activity that it is able to in the list below,
after which that action is completed:
© 2010 Hans von Stockhausen and Victory Point Games
5. Establish Advanced Base: If that army
is on a hexagonal or round space on the
map, there is probably an associated
Union Advanced Base for that space. If
so, and that Advanced Base marker is
not already on the map, that army does
not move. Instead, place that Advanced
Base marker on the map in that space.
[8.0] UNION ARMY TRACKS
[8.1] Bases: Each Union army operates
from its “Base” located at the beginning of
its current Track. Initially, this will
be its Home Base ( ). Later,
Advanced Base markers () can
appear on the map. Advanced Base
markers establish the new (“Forward”)
Base that an army operates from.
Union armies Retreat (9.2.1) toward and
are Recalled (9.2.2) to their current Base
(i.e., the one that is farthest along its current
Track on the way toward its destination as
described below). Union armies never
Retreat past an Advanced Base marker,
and only retreat beyond their Home Base if
there is a Northern Invasion (!) space for
them to Retreat to (see 9.1.1).
Note that once a Union army places an
Advanced Base on its track, Northern
Invasions (13.2) are no longer possible
along that Track.
[8.3] Control of Spaces: Advanced Bases
(), like starting spaces ( ), are always
Union controlled.
[8.4] Branching Spaces: Whenever a
Union army is ordered to advance from a
“branching” space (one with more than
one direct-line route leading from it), its
destination is determined at that instant as
described in detail below.
Important: Skip Rules 8.5 to 8.9 (below)
until a Union Army on a Branching space is
ordered to advance from it. Jump forward
to Rule 9.0 on page 3 for now.
[8.5] The Army of the Tennessee: This
army begins in Cairo and proceeds to Forts
Henry & Donaldson where it must remove
the Confederate Fortification marker
before it can proceed to Shiloh & Corinth.
It must build an Advanced Base at
Shiloh & Corinth before advancing
to either along the Mississippi River
(via Memphis  Miliken’s Bend 
to Vicksburg), if The Army of the
Tennessee is on its Riverine (i.e.,
with an anchor symbol, 2-4) side
(which should happen in 1863), – OR –
overland through the state of Mississippi
(via Meridian  Tupelo  Jackson  to
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The Lost Cause Advanced Game Rules v0.1
Vicksburg) if it is not on its Riverine side.
[8.5.1] Vicksburg: When ordered to
advance from Vicksburg:
Group side.
• Memphis and Miliken’s Bend are
instantly and permanently deemed
Union Controlled (8.3), costing the
South a Morale Point, even if this army
reached Vicksburg via Meridian,
Tupelo and through Jackson.
• If the Western Army Group is on the
map, remove The Army of the
Tennessee from play.
[8.6] The Army of the Gulf: This
army is placed in Ship Island during
play.
[8.6.2] Ship Island: When ordered to
advance from Ship Island:
• If there is an Advanced Base in
Atlanta but not one in
Montgomery, The Army of the
Tennessee marches along the
Deep South Track (via Jackson 
Meridian  Selma  to Montgomery).
• If there is not an Advanced Base in
New Orleans and Vicksburg, The
Army of the Gulf advances up the
Mississippi River (via New Orleans 
Baton Rouge  Port Hudson  to
Vicksburg).
• If there is not an Advanced Base in
either Atlanta or Montgomery, a die is
rolled: on a !, @ or #, The Army of
the Tennessee marches across the
Deep South (as described above); on a
$, % or a ^, remove The Army of
the Tennessee from play and flip ()
The Army of the Cumberland to its
Western Army Group side. (This was
the historical outcome in 1863.)
• If there is an Advanced Base in New
Orleans and Vicksburg, it advances
along the Gulf Coast Track (via
Pensacola  to Mobile).
[8.6.2] Vicksburg: When ordered to
advance from Vicksburg, The Army of
the Gulf is placed back in Ship Island.
[8.6.3] Mobile: When ordered to
advance from Mobile, the disposition of
The Army of the Gulf is checked.
• If there is an Advanced Base in
Montgomery, remove The Army of the
Tennessee from play and flip The
Army of the Cumberland () to its
Western Army Group side.
[8.5.2] Montgomery: After completing
its march across the Deep South, when
ordered to advance out of Montgomery:
• If there is not an Advanced Base in
Atlanta, it will march to Atlanta.
• If there is an Advanced Base in
Atlanta, but not Savannah, it
will march through Georgia (via
Columbus  Macon  to Savannah).
• If there are Advanced Bases in both
Atlanta and Savannah, and The Army
of the Cumberland is on the map,
remove The Army of the Tennessee
and flip () The Army of the
Cumberland to its Western Army
Group side.
• If there are Advanced Bases in both
Atlanta and Savannah, and the
Western Army Group is on the map,
remove The Army of the Tennessee
from play.
[8.5.3] Atlanta or Savannah: When
ordered to advance out of Atlanta or
Savannah:
• If The Army of the Cumberland is on
the map, remove The Army of the
Tennessee and flip () The Army of
the Cumberland to its Western Army
• If there is an Advanced Base in
Montgomery and The Army of the
Cumberland is on the map, remove
The Army of the Gulf and flip () The
Army of the Cumberland to its
Western Army Group side.
• If there is an Advanced Base in
Montgomery and the Western Army
Group is on the map, remove The
Army of the Gulf from play.
• If there is not an Advanced
Base in Montgomery, flip The
Army of the Gulf () to its
Army of Alabama side advance it
through the Deep South (via Meridian
 Selma  to Montgomery).
[8.6.4] Montgomery: After completing
its march across the Deep South, when
ordered to advance out of Montgomery:
• If there is not an Advanced Base in
Atlanta, it will march to Atlanta.
• If there is an Advanced Base in
Atlanta, but not Savannah, it will
march through Georgia (via Columbus
 Macon  to Savannah).
• If there are Advanced Bases in both
Atlanta and Savannah, and The Army
of the Cumberland is on the map,
remove The Army of Alabama and flip
() The Army of the Cumberland to
its Western Army Group side.
• If there are Advanced Bases in both
© 2010 Hans von Stockhausen and Victory Point Games
Atlanta and Savannah, and the
Western Army Group is on the map,
remove The Army of Alabama from
play.
[8.6.5] Atlanta: When ordered to
advance out of Atlanta:
• If The Army of the Cumberland is on
the map, remove The Army of
Alabama and flip () The Army of the
Cumberland to its Western Army
Group side.
• If the Western Army Group is on the
map, remove The Army of Alabama
from play.
[8.7] The Army of the Cumberland: This army begins in Louisville
and proceeds along its
Track to Chattanooga
(where it builds an
Advanced Base) and thence to
Atlanta.
Note that it might be flipped () to the
Western Army Group (2-5) during play
and functions in the same way.
[8.7.1] Atlanta: If The Army of the
Cumberland or Western Army Group
advances from Atlanta:
• If there is an Advanced Base in both
Montgomery and Savannah, this army
is removed from play.
• If there is an Advanced Base in
Montgomery but not Savannah,
it will march to Savannah (via
Macon).
• Conversely, if there is an
Advanced Base in Savannah but
not Montgomery, it will march
to Montgomery.
• If there is not an Advanced Base in
either Montgomery or Savannah, then
look at farther objectives, thus:
o If there is not an Advanced Base in
either Vicksburg or Richmond, or
both have an Advanced Base, a die
is rolled: on a !, @ or #, it
marches on Savannah; on a $, % or
a ^, it marches on Montgomery.
o If there is an Advanced Base in
Vicksburg but not Richmond, it
marches on Savannah.
o Conversely, if there is an Advanced
Base in Richmond but not Vicksburg, it marches on Montgomery.
Atlanta is, literally, the “turning point”
for the green army unit.
[8.7.2] Montgomery: If The Army of the
Cumberland or Western Army Group
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The Lost Cause Advanced Game Rules v0.1
advances from Montgomery:
• If there is an Advanced Base in
Vicksburg, Mobile and Savannah, this
army is removed from play.
• If there is not an Advanced Base in
Vicksburg, it must march across the
Deep South (via Selma  Meridian 
Jackson  to Vicksburg).
• If there is an Advanced Base in
Vicksburg but not in Savannah, it must
march through Georgia (via Columbus
 Macon  to Savannah).
• If there is an Advanced Base in both
Vicksburg and Savannah, but not in
Mobile, it must march to the Gulf
Coast (via Selma  Meridian  to
Mobile).
[8.7.3] Vicksburg: If The Army of the
Cumberland or Western Army Group
advances from Vicksburg, it is removed
from play.
[8.7.4] Mobile: If The Army of the
Cumberland or Western Army Group
advances from Mobile, it is removed
from play.
[8.7.5] Savannah: If The Army of the
Cumberland or Western Army Group
advances from Savannah:
• If there is an Advanced Base in
Richmond & Petersburg, this army is
removed from play.
• If there is not an Advanced Base in
Richmond & Petersburg, it must march
through the Carolinas (via Columbia
 Fayetteville  Goldsboro 
Raleigh  to Richmond &
Petersburg).
[8.7.6] Richmond & Petersburg: If The
Army of the Cumberland or Western
Army Group advances from Richmond &
Petersburg, it is removed from play.
[8.8] The Army of the Potomac /
Virginia: This blue army begins in
Washington D.C. and proceeds
along its Track to Richmond &
Petersburg. Note that the blue army
might be upgraded (3-4) or replaced
with the Eastern Army Group
(2-5) during play and functions in
the same way.
[8.8.1] Richmond & Petersburg: If the
blue Army of the Potomac / Virginia
advances from Richmond & Petersburg:
• It does not move; instead, remove that
unit and the The Army of James /
Potomac from play and replace them
with the blue Eastern Army Group
unit in Richmond & Petersburg. In
effect, this action “combines” these
two armies.
All blue and yellow spaces, plus the
Shenandoah Valley, are henceforth
considered Union Controlled.
If the blue Eastern Army Group
advances from Richmond & Petersburg:
• If there is not an Advanced Base in
Savannah, the Eastern Army Group
marches through the Carolinas (via
Raleigh  Goldsboro  Fayetteville
 Columbia  to Savannah).
• If there is an Advanced Base in
Savannah, the Eastern Army Group is
removed from play.
[8.8.2] Savannah: If the Eastern Army
Group advances from Savannah it is
removed from play.
[8.9] The Army of James / Potomac: This
yellow army is placed in Fortress
Monroe during play and proceeds
along its Track to Richmond &
Petersburg. Note that the yellow
army “sails back and forth” with the
blue army during play as directed
on the Headline cards.
[8.9.1] Fortress Monroe: If the yellow
Army of the Potomac unit is ever
recalled or forced to retreat back into
Fortress Monroe, apply Rule 13.1.
[8.9.2] Richmond & Petersburg: If the
yellow Army of the James / Potomac
advances from Richmond & Petersburg:
• It does not move; instead, remove that
unit and the The Army of the Potomac / Virginia from play and replace
them with the blue Eastern Army
Group unit in Richmond &
Petersburg. In effect, this action
“combines” these two armies.
All blue and yellow spaces, plus the
Shenandoah Valley, are henceforth
considered Union Controlled.
[9.0] CSA ACTIONS
[9.1] Theater Battle Action:
In lieu of attacking a Union army in that
Theater, the Confederate Player may
instead simply reclaim a Union controlled
Strategic space in that Theater (if
available; see 13.8).
[9.2] Raid Action:
If the card reads “Raid!,” designate a target
Union army (if available) and roll a die.
The DRM for this roll is +1 in the West or
Mississippi Theaters only, and then only if
© 2010 Hans von Stockhausen and Victory Point Games
the South controls the Strategic space of
Decatur.
[9.3] Morale Test Action:
The DRMs for this roll also
include: +1 if the Commerce
Raider marker is on the Morale
Track (see 16.3) and, if there is a plus or
minus (+/-) “Year” DRM mentioned, add or
subtract (as indicated) the last digit of the
current game Year (e.g., 1 for 1861; 4 for
1864, etc.).
[9.4] War Effort Action:
The DRMs for this roll include: +1 if the
Commerce Raider marker is on the
Blockade Track (see 16.3).
[9.5] Diplomatic Action:
The DRMs for this roll include: +1 if the
Commerce Raider marker is on the
European Recognition Track (see 16.3).
[9.6] Naval Action:
If successful, you may perform one of the
following naval actions (see below):
• Place or move an available Confederate
Coastal Fortifications, Gunboats,
Ironclads or Submarines marker in play
as per its specific placement instructions
(16.6, 16.7, 16.9).
• Do a Commerce Raider action (see 9.7).
[9.7] Commerce Raider Action: In the
Advanced Game (only), if the card
reads “Sea: Commerce Raider
action” and the Commerce
Raider marker is available or in play on the
Blockade Track, the player may perform
one of the following actions:
• If the Commerce Raider marker is in
the Resource Cup, remove it and place it
in the Available Resources box.
• If the Commerce Raider marker is in
the Available Resources box, place it on
top of either the Confederate Morale,
ER/EP or Naval Blockade marker for
the specific effect listed below.
• If the Commerce Raider marker is
already on one of those markers, it may
be repositioned to either of the other ones
or simply left in place.
The effect of having the Commerce
Raider marker stacked with one of those
three Track markers is that it provides a +1
DRM on the very next time that Track
marker is rolled against (6.2.1).
After that roll, regardless of the outcome,
the Commerce Raider marker is removed
from that marker and placed as follows:
• If the die roll it modified resulted in a
The Lost Cause Advanced Game Rules v0.1
Confederate success, place it in the
Available box. (It has completed a
successful cruise and returns to a
friendly or “neutral” port for a refit.)
• Otherwise, place this marker in the
Resource Cup. (It has been captured or
sunk and a new one must be launched.)
[10.0] COMMAND ACTIONS
In addition to passing along a Battle action,
a Command action can also be used thus:
[10.5] Raid! Command: If you use a
Directed () Command to perform this
action, proceed as described below.
If you use a Conditional () Command
to perform this action, you must
roll against the Administrative
Value of the National Military
Advisor (6.2.1).
To proceed, designate any Union army
in play and consult the Diversionary
Campaign Table. Note that you do use
the +1 DRM for Decatur, if applicable.
Caution: Unlike non-Command Raids!,
rolling on this Table can backfire on you!
Important: There is no limit as
to how many Disruption and /or
Initiative markers that a Union
Army might have. Each marker is
dealt with separately, in the
appropriate manner (7.3, #1;
11.0), with multiple Initiative makers
played in whatever order the player
desires at the end of that month.
[10.6] Morale Test Command: If you
use a Directed () Command
to perform this action, proceed
as described below.
If you use a Conditional () Command
to perform this action, you must
roll against the Administrative
Value of the National Military
Advisor (6.2.1).
To proceed, perform a Morale Test
action as per 9.3, but with a -1 DRM.
[10.7] War Effort Command: If you
use a Directed () Command to perform
this action, proceed as described below.
If you use a Conditional () Command
to perform this action, you must
roll against the Administrative
Value of the National Military
Advisor (6.2.1).
To proceed, perform a War Effort
action as per 9.4, but with a -1 DRM.
[10.8] Diplomatic Command: If you use
a Directed () Command to perform
this action, proceed as described below.
If you use a Conditional () Command
to perform this action, you must
roll against the Administrative
Value of the National Military
Advisor (6.2.1).
To proceed, perform a Diplomatic
action as per 9.5, but with a -1 DRM.
[10.9] Commerce Raider Command:
Simply perform a Commerce Raider
action as per 9.7 in these Rules.
[13.0] KEY SPACES
[13.1] Fortress Monroe / Washington
D.C.: If The Army of the
Potomac is on the yellow track
and The Army of Virginia is on
the blue track, and if either is ever
Retreated or Recalled back into its Home
Base space, The Army of the Potomac
“sails back” to Northern Virginia by
flipping () it and the (blue) Army of
Virginia over to their Army of the James
and Army of the Potomac sides,
respectively.
This is the culmination of a failed Union
campaign on the peninsula or a successful
Confederate threat in North Virginia. Note
that a peninsula campaign can also be
started and stopped again via Headline
cards.
[13.5] Hexagon Spaces: Ignore Cases
13.5.1 and 13.5.2. The three white hexagon
spaces are now Branching spaces (8.4) after
a Union army completes that Track by
building an Advanced Base there (8.1).
Mobile functions as a Confederate fortified
space for The Army of the Gulf. It is the
final destination along its second Track and
a decision point (as per Case 8.6.3).
[13.7] Round Spaces: These function as
normal (square) spaces along their
track, but are round to denote their
possible impact on Confederate
National Morale (as per 12.0), the need for
a Union army there to build an Advanced
Base (7.3, 6), and that it is a branching
space where a Union army advancing from
it needs to make a decision (see 8.4).
[13.8] Strategic Spaces: There are three
starburst-shaped () Strategic
spaces on the map, each with its
own special rules and effects as
listed below.
These represent areas of strategic interest to
both sides. They are connected to, but are
not directly a part of, the Army Tracks.
[13.8.1] Controlling a Strategic Space:
The Confederates begin the game in
control of all of the Strategic spaces on
© 2010 Hans von Stockhausen and Victory Point Games
4
the map, and a Control marker is set up
in each to indicate that status.
• The Union immediately gains
control of a Strategic space the
instant that all of the boxes connected
to it are either Union controlled or
contested (see 8.3). Flip () that
space’s Control marker to its Union
side.
• The South can immediately reclaim
control of a Strategic space the
instant the Confederates control of all
of the boxes connected to it – OR –
when they control any box connected
to it and use a Battle action (9.1.1) for
this purpose. Flip () the Control
marker back to its Confederate side.
[13.8.2] Decatur Effects: When
Confederate controlled, Decatur
provides a +1 DRM for Raid!
action rolls (both on the Headline
cards and when consulting the
Diversionary Campaign Table) in the
West and Mississippi Theaters only.
When Union controlled, the South loses
this die roll modifier.
[13.8.3] Knoxville Effects: When
Confederate controlled, the use of
Railroads markers (16.8) provides
a +1 DRM (in addition to a free
Directed () Battle action) as usual.
When Union controlled, the South can
still conduct use their Railroads markers,
but lose the +1 die roll modifier.
[13.8.4] Shenandoah Valley Effects:
During the Confederate Domestic
Phase each Year (14.5), when the
Shenandoah Valley is Confederate
controlled, the South receives one (1)
Resource draw.
When Union controlled, the South
suffers a minus one (-1) Initiative
DRM in the Eastern Theater.
When Devastated (via card #44,
Sheridan’s Ride!), remove the
Shenandoah marker from play to reveal
that Strategic space’s “Devastated”
status. Neither of the above effects apply.
The only effect is that a Northern
Invasion (13.2) is no longer possible in
the Eastern Theater.
The fertile Shenandoah Valley was the
bread basket of Virginia and a natural
invasion route into the North. Its control
represents a degree of flank and rear area
security in the Eastern Theater.
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The Lost Cause Advanced Game Rules v0.1
[14.0] YEAR END SEQUENCE
The Advanced Game adds some
important new steps to the Year
End Sequence.
[14.1] Union Blockade Effects Phase: In
addition to reaching the #6 box on the
Blockade Track, the Union can also close
down the Mississippi River:
+
+
=
If there are Union Advanced Bases in all
three of New Orleans, Vicksburg, and
Shiloh & Corinth, then the Mississippi
River is “closed.” If not already showing,
flip () the Naval Blockade marker to its
“Mississippi River Closed” side and reduce
the Confederate Morale by one (-1) box
(and see 15.0, as this might end the game).
This event can only occur once per game.
[14.2] Election of 1864: The game no
longer automatically ends at the conclusion
of the 1864 Game Year.
If it is the end of the 1864 Year (only), roll
the sum of two dice against the box
number on the Confederate National
Morale Track the Confederate Morale
marker is in.
The DRMs for this roll are the opposite of
normal, as the North is trying to succeed at
this roll (not the South): -1 if the Commerce Raider marker is on the Morale
Track (see 16.3), -1 for each Union army in
its Northern Invasion (!) space, and +1
each for the spaces of New Orleans,
Vicksburg, Atlanta, and Richmond &
Petersburg if they are not Confederate
controlled (8.3).
• If the result is greater than (>) the
Confederate Morale Value, Lincoln is
reelected; the war continues to1865.
• If the result is equal to (=) the Morale
Value, Lincoln is reelected, but with very
weak congressional support; flip () the
Morale marker, increase Confederate
Morale by one (+1) box and continue.
• If the result is less than (<) the Morale
Value, the Peace Democrats have won.
Southern independence is recognized;
flip () the Morale marker and increase
Confederate Morale by one (+1) box,
then end the game immediately (15.2).
[14.3] Year Marker Phase: If the year
1865 was just completed, the game ends in
a Confederate victory (15.2).
[14.5] Domestic Phase: The free
Confederate resource marker gained
is no longer contingent on whether
The Army of the Potomac is in Richmond
& Petersburg, but on control of the
Shenandoah Valley strategic space (13.8.4).
[14.6] Set Up Next Year’s Draw Pile:
Take the stack of cards for the next Year,
including the undealt cards from the
previous Year, and any Broadsheet cards
that might have been added to that stack
during play, turn them all face-down and
shuffle them together.
If the new Year is 1862 through 1864,
count off the top twelve (12) cards and
place them face-down, near the map, to
form the new Draw Pile. Flip over, facedown, the cards for next year and add to
them the remaining (undealt) cards from
this year.
In this manner, some cards can be delayed,
year after year, for quite some time!
If the new Year is 1865, use all of the cards
in that stack to form the final Draw Pile.
This will be a variable number, depending
on how many Broadsheet cards were cycled
through the decks over the course of play.
Proceed to play the Monthly Turns for the
new Year.
[15.0] VICTORY & DEFEAT
The game ends in an immediate Southern
defeat if the Confederate Morale Value ever
reaches zero (0). The game ends in an
immediate Southern political victory if
Lincoln loses the Election of 1864 (see
14.2). The game ends in a Southern military
victory (brute survival) if the last card has
been performed and the Confederate
Morale Value is greater than zero (>0).
[15.1] Measuring Defeat: The level of
Southern defeat is measured by the duration
of the Confederacy prior to its morale
collapsing. To score this, count all of the
Headline cards played (including the last
one, if it caused Confederate Morale to
collapse) and compare that count below:
45 or more = Moral Defeat: “God save the
South! Freedom or death!”
40-44 = Marginal Defeat: “The Lost Cause.”
31-39 = Major Defeat: “We may be annihilated,
but we cannot be conquered.”
30 or fewer = Crushing Defeat: “Died of a
theory.”
[15.2] Measuring Victory: The level of
Southern victory is measured by the state of
the Confederacy and can be measured in
degrees based upon post-war negotiations.
Check the Confederate Morale Value at the
time of victory below:
1 to 3 = Negotiated Existence: “All we ask is to
be left alone.”
© 2010 Hans von Stockhausen and Victory Point Games
4 = Marginal Victory: “In Dixieland I’ll take my
stand.”
5 = Major Victory: “For Southern rights, hurrah!”
6 or more = Resounding Victory: “They have
made a nation.”
[15.3] European Recognition: This rule
also applies in the Advanced Game.
Advanced Game Example of Play
This example of play assumes the same set up
and events as the Basic Game Example of Play
on the inside-front cover with changes
highlighted in shaded text, like this, to illustrate
some Advanced Game thinking and possibilities.
It is late 1862 with three
cards remaining. The
player has one Railroad
Resource marker in the
Available Resource Box
and is currently holding
the Rebel Yell card.
Card #19 is drawn.
The Union begins with a
Conditional “square”
action (6.2) for the brown Army of the Tennessee
(AoT) which is at Forts Henry and Donelson
having previously removed the Fort Marker on that
space following a successful Siege (7.3, #4). To
resolve this Conditional action, a die is rolled
against the AoT's Initiative Value of 2. There is no
die roll modifier for the Union Theater Commander
(None is currently in charge), and the result is a
4, which beats the AoT's
Initiative Value. With
nothing more important
listed on the Action Priority
Chart, this Army marches
4
and is moved to the
Shiloh & Corinth space.
With the Henry &
Donelson space now
behind the AoT, it is Union
Controlled (8.3) so the
Morale Track marker is moved down one box (from
9 to 8).
The next Union action is a Directed (“round”)
Initiative action (11.0) for the blue Army of
the Potomac (AoP). The  Initiative marker is
placed on the AoP for resolution at the turn’s end.
Next, a Mandatory (“arrow”) action
adjusts the European Recognition
marker down one box (from 3 to 2 in
this case) and flips it over to its "Emancipation
Proclamation" side. The -2 DRM for future
Diplomatic actions makes Recognition difficult.
3 2

The Lost Cause Advanced Game Rules v0.1
The Confederates are next with a Conditional
(“square”) Command Action. The player opts to
use it as a Battle Action in the Eastern Theater
against the AoP (9.1.3), first rolling one die against
the Initiative Value of his Eastern Theater
Commander (Lee).
The roll is a 3, which is greater than Lee's rating
of one [1], so Lee proceeds to battle Burnside's
AoP at Fredericksburg. The Battle roll is a 2, to
which is added Lee's +2 Battle DRM and +1 as per
the Headline card’s special instruction for a
modified roll of five (5). Exceeding the AoP’s Battle
Rating of 3, it is a Confederate victory and the AoP
retreats to Manassas and the Union  Initiative
marker is removed from the AoP counter.
Next the Confederates use a Directed (“round”)
Command action to drive back The Army of the
Cumberland
(AoC). A.S. John2
ston is wired from
HQ to attack (i.e.,
no Initiative die roll
is necessary with a
Directed Command), but rolls a
2 in battle and, with no applicable die roll
modifiers to help him, the result is a defeat (being
less than the AoC's Battle Rating of three 3). Not
wishing to use his Rebel Yell card to reroll this
particular battle, here the matter rests.
The final Action is the Union Initiative
Check (11.0) to deal with the  marker
placed earlier on the AoP, but it has
since been removed by battle, so it has no effect
now. The Month ends with a major setback on the
Recognition Track, a Morale drop for the loss of
Forts Henry & Donelson, a victory in the East and
nothing to show in the West.
The next card drawn is
Broadsheet card C, and
this is bad news for the
player. The Friction of
War impacts the next
Headline card drawn
and can hinder the
Confederate Player.
For the final Month
(card) of 1862, a card
is drawn and revealed
to be #13. It begins
with a Mandatory
(“arrow”) action to
sack Fremont and
replace him with
Halleck. Since Halleck is already in play, this
anomaly is ignored (6.1).
Looking across the “color line,” the Union blue AoP
marches directly back to Fredericksburg, while the
green AoC must roll for its Conditional (“square”)
action and gets a 4 which is enough to Activate
and advance it to Chattanooga (thus contesting 1
Morale Point for that space). The AoT must also
roll for its activation, but a 6 guarantees success.
The Advanced Game Action Priority Chart directs
the AoT to “establish an Advanced Base.” So the
Forts Henry and Donelson Fortification marker
is flipped to its Shiloh & Corinth Advanced Base
side and placed in that space.
The Union AoT will never fall
6
back past that space again
(8.1) and one of the three
Union Advanced Bases
required to close the
Mississippi River (Advanced
Game Rule 14.1) is now
placed.
The fourth symbol is a Directed action for the
orange Army of the Gulf (AoG), so it floats from
Ship Island up to New Orleans, contesting the 2
Morale Points there. Finally, the  Initiative
marker is placed on the AoG indicating it could
strike again at the end of this turn.
The next thing on the card is a Confederate
Directed Battle action in the Mississippi Theater
with a +1 DRM. However, due to the previous
revelation of the Friction of War (Broadsheet card
C) this Directed action becomes a Conditional
action. This means that Beauregard must roll
against his Initiative Value, but a 1 results in
automatic failure (6.2.2) which the player decides
not to re-roll with his Rebel Yell card, so the AoG
remains in New Orleans with its  Initiative
marker intact. Worse, the card indicates this action
also requires a Leader Casualty Check (whether or
not an actual Battle occurs), and Beauregard
suffers a roll of 5 on the Leader Casualty Table
for a "Mortal Wound” (no doubt hit while
reconnoitering the enemy lines). The player draws
a replacement
5x
Theater Commander
from the Leader cup
and Polk now leads.
1
With his Conditional
Command Action
1
now lost due to the
2
Friction of War, the
Confederate Player
ponders the map and
decides that a victory at New Orleans really is
important. He decides to commit his Railroad
Resource marker (to rapidly shift troops along the
South’s interior lines) and launch an
attack on the AoG. Because the
Strategic Space of Knoxville is still
Confederate controlled, this attack is
conducted with strategic surprise
garnering it a +1 DRM.
Because it has an “X” in its upper-left corner, the
Railroad marker is removed from play
and not returned to the Resource cup.
The Battle of New Orleans is conducted,
and the player rolls a 1 for an
automatic defeat. This is unacceptable so the
player places his Rebel Yell card in next year’s
stack. Per the card’s instructions, there are no


© 2010 Hans von Stockhausen and Victory Point Games
6
DRMs for this reroll; this is Johnny Reb’s battle,
not Polk’s. The new roll is only a 2 which, without
modification, produces a drawn battle. The player
is satisfied with this result as it is enough to remove
the AoG’s  Initiative marker. This prevents the
New Orleans’ Fortification marker from being
attacked right away, leaving the space contested.
Last on this card’s list is a Union Initiative Check
for the AoG. Since its  Initiative marker was
removed in the (drawn) Battle of New Orleans, no
action occurs, and the month ends. The Fog of
War card is added to next year’s pile of cards
(when it might appear again).
Play proceeds to the Year End Sequence:
1. Union Blockade Effects: The Union Blockade marker is currently in the three (3)
box on its track, so there is no effect
from the Blockade track at this time.
On the Mississippi River, with a Union Advanced
Base at Shiloh & Corinth, and New Orleans
under direct threat, there is no effect this year,
but the noose is tightening.
2. Election of 1864: This does not take
place, since it is not yet the end of the
1864 turn.
3. Year Marker Phase: The player
advances the Year marker to the 1863
box on the Turn Track. He places the
Year 3 Confederate Leader (Hood)
and Resources (Ironclad and
Submarine) markers in their respective cups.
4. International Phase: This is skipped because
the European Recognition marker is not on the
five or six box of its track, and there is only one
Union army on its Home Base and none are in
an Invasion space.
5. Domestic Phase: The Strategic space of The
Shenandoah Valley is Confederate
controlled, so the player draws one (1)
Resource marker from the cup. He
draws a Gun-boat. Then he checks
Southern infrastructure, rolling a 7 on two dice
which is less than the current Confederate Morale of 8, so the player draws
another Resource. This time it’s the
European Munitions marker. Both
are placed in their Available box.
6. Set Up Next Year’s Draw Pile: The
stack of 1863 cards, along with the undealt
cards from 1862 and the two Broadsheet cards
just used (Rebel Yell and Fog of War), are
shuffled together to form next year’s Draw Pile.
Twelve (12) of those are counted out to form the
1863 pile while the remainder are placed with
the following year’s cards.
The Confederates still have a high Morale (at 8)
but with New Orleans and Chattanooga contested
and poised to fall, the Confederate Morale could
quickly plummet to a marginal 5. The fall of
Vicksburg in 1863 could also cost the South dearly
if the Mississippi River is blockaded and closed.