1 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 2 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 3 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. 5 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.
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