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and what it embodied had been a point of contention since the founding of the . Thanks to the efforts of men and women across the country, it was abolished. In FREEDOM: THE , players take on the role of these brave Abolitionists. They attempt to end the institution of slavery by influencing pivotal events of the time, raising funds for the Abolitionist Cause, and moving slaves to freedom in Canada.

LEAD PLAYER LANTERN 17 SUPPORT TOKENS 13 FUNDRAISING TOKENS 27 CONDUCTOR TOKENS

SLAVE CATCHER & MOVEMENT DICE MONEY 96 SLAVE CUBES 5 MARKERS

Agent Shepherd +$1 during Action Phase. +$1 during Action Phase. Move 2 Slaves one space-$1 each Conductor Token Cost during Action Phase.during Planning and Action Phases.

During the Planning Phase, remove oneDuring Slave your Action Phase, from each of the moveSlave up to two plantation Market deliveries currentlySlaves to New , on the board and returnwith no effect. them to the supply.

Reserve Cards General Cards Opposition Cards (white) (tan) (red-orange) 52 ABOLITIONIST CARDS 6 ROLE CARDS 18 CARDS

30 29 28 27 26 25 24 23 22 21

20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 2 13 $1 SLAVES FREED

$10 $10 $10 Support $1 SLAVES LOST Support $ SLAVES LOST 1 $1

rg risbe Fer $2 Conductor $ $2 $3 $3 $4 $4 $2 1 $3 $2 ter ches Ro troit De $1 $ $ 1 ton

Conductor 1 s $ Bo 9 o 2 10 $1 icag 11 Ch 12 nd vela Cle $1 rk

Fundraising o ew Y $1 N $1 5 $2 7 6 $2 $1 8 ort ewp Fundraising N lphia lade Phi ti $2 inna Cinc $ $2 1 3 2 1 . n D.C 4 to hing y Was ouis iple St. L R

I Challenging Game

PAY $ $3 $2 $2 $1 $1 1 II

ORDER OF PLAY on rlest Cha 1. Slave Catcher Phase - roll the Slave Catcher and Movement dice. 2. Planning Phase - Take up to two tokens. 3. Action Phase - Starting with the Lead Player: Use Role, play two Tokens, and buy Abolitionist Card (any order). 4. Slave Market Phase - deliver slaves to Plantations. III 4 VICTORY Free States and Territories 5. Cleanup Phase - Trigger/discard last Abolitionist Card(s). Slide and fill cards. Slave States Pass the Lead Player token clockwise. If the last has delivered, the game is over. Decision left to Territory CONDITIONS Abolitionist Queue Copyright © 2013 Academy Games CARDS MAP & TOKEN BOARD 1 CANADA

30 29 28 27 26 25 24 23 22 21

20 19 18 17 16 15 14 13 12 11

10 9 8 7 6 5 4 $1 3 2 1 $10 $10

$10 SLAVE CATCHER Support Support ROUTE (Orange)

$1

$2 $3 $ SLAVE CATCHER $1 3 $ $1 STARTING4 $4 SPACEConductor risberg Conductor Fer (Orange) $ $2 $2 2 $1 $1 $3 ester roit och Det R $1 $1 cago Chi $1 ston Fundraising $2 Bo eland $1 Clev

Fundraising $ NORTHERN 1 k $ Yor 1 New SPACE $2 port $1 $2 (Can hold 1 slave) New

innati $ Cinc 2 delphia $2 hila $1 P

ouis St. L SMALL CITY ley D.C. Rip ington (Can hold 1 slave) Wash

LARGE CITY (Can hold up to 4 slaves) 21 23 22 I 25 24 27 26 SOUTHERN 29 28 11 30 13 12 15 14 $ SPACE REGULAR 17 16 3 19 18 $2 20 2 1 $2 (Can hold 1 slave) 4 3 $1 ROUTE 6 5 $1 8 7 10 9

PAY $1 SEA LANE $1 II

rleston ORDER OF PLAY Cha 1. $1 Slave Catcher Phase - roll the Slave $1 Catcher and Movement dice. $1 2. Planning Phase - Take up to two tokens. 3. Action Phase - Starting with the Lead g sber Player: Use Role, play two Tokens, and rri Fe buy Abolitionist Card (any order). 4. Slave Market Phase - deliver slaves to $ Support 3 Plantations. Free States and Territories $1 Abolitionist Queue $10 5. Cleanup Phase - Trigger/discard last $2 Abolitionist Card(s). Slide and fill cards. Slave States III Pass the Lead Player token clockwise. $10 on If the last slave ship has delivered, the ester st ch Bo Decision left to Territory game is over. $2 Ro $10 $1 $2 Copyright © 2013 Academy Games $ it 1 $2 tro De

rk Yo Conductor and ew

Support vel N Cle $4 go ica $4 Ch $1 $1 $1 $2 $3 $1 $3 PLANTATION hia delp $2 ila $1 Ph $1 SLAVE MARKET$2 $2

Fundraising ort wp ti e nna N ci . Cin $ .C 1 on D

Conductor ngt shi Wa

y ple PERIOD COLUMNS $2 Ri I Order of Play

Stockholder uis Lo 1. Slave Catcher Phase - Roll the Slave Catcher Dice. St. 2. Planning Phase - Each player may purchase up to a total of two Conductor, Fundraising, and/or Support tokens. 3. Action Phase - Starting with the Lead Player, a player may take any or all Fundraising of the following Actions in any order: - Gain the benefit of the player’s Role Card. - Use the Role Cards one time special ability. - Play up to two Conductor and/or Fundraising tokens, - Buy and resolve one Abolitionist Card. 4. Slave Market Phase - Deliver slaves from the bottom Slave Market Card to the Plantations. II Shepherd Order of Play 5. Cleanup Phase - Discard a card if it is in the right most space in the PAY Abolitionist Queue. This 1.may Slave trigger Catcher a negative Phase action. - Roll theCheck Slave for Catchervictory. Dice. $1 If the game continues, refill2. thePlanning Abolitionist Phase -Queue Each playerand pass may the purchase Lead up to a total of two Player token clockwise. Conductor, Fundraising, and/or Support tokens. 3. Action Phase - Starting with the Lead Player, a player may take any or all ORDER OF PLAY of the following Actions in any order: - Gain the benefit of Reservethe player’s Card Role Card. 1. Slave Catcher Phase - roll the Slave Role Card ton Catcher and Movement dice. - Use the Role Cards one time special ability. rles ha - Play up to two Conductor and/or Fundraising tokens, C 2. Planning Phase - Take up to two tokens. - Buy and resolve one Abolitionist Card. 3. Action Phase - Starting with the Lead 4. Slave Market Phase - Deliver slaves from the bottom Slave Market Card Player: Use Role, play two Tokens, and $1 to the Plantations. buy Abolitionist Card (any order). III Slave Market Phase - deliver slaves to $1 5. Cleanup Phase - Discard a card if it is in the right most space in the 4. Abolitionist Queue. This may trigger a negative action. Check for victory. Plantations. $2 If the game continues, refill the Abolitionist Queue and pass the Lead 5. Cleanup Phase - Trigger/discard last Player token clockwise. Abolitionist Card(s). Slide and fill cards. $2 Free States and Territories Pass the Lead Player token clockwise. $3 If the last slave ship has delivered, the Slave States game is over. Role Card Reserve Card Decision left to Territory Copyright © 2013 Academy Games

ABOLITIONIST QUEUE 6 PLAYER MATS

Abolitionist Queue 2 Set Up Role Cards Abolitionist Cards Randomly shuffle and deal a Role Card to each player. Your There are 3 types of Abolitionist Cards: General (tan), Role Card features the Benefits and Special Actions you Reserve (white) and Opposition (red-orange). If you are receive during the game. Alternatively, players can select playing with 1 or 2 players, remove the cards that indicate they which roles they would like to use to help ensure a better are for use with 3 or 4 players. balance to the game. Any unused cards are returned to the game box and will not be used in the game. Find the Separate the General and Reserve Cards into 3 Period Decks corresponding Player Mat and place your Role Card on it. (1800-1839, 1840-1859, and 1860-1865). Then shuffle into these three Period Decks the number of Opposition Cards Plantations specified in the table below. Place slaves (tan cubes) into the lightened spaces of the Players 1800-1839 1840-1859 1860-1865 plantations on the game board. These indicate the number of slaves in the plantations at the beginning of the game. 1 or 2 3 cards 4 cards 3 cards The Plantation illustration is not a space for slaves to move to. 3 or 4 4 cards 5 cards 3 cards A slave’s first move will be into a green southern space or city. Opposition Cards do not specify a particular Period and can appear at anytime. Place the 3 shuffled Period Decks in the matching Period Columns on the game board. At the beginning of the game, only cards from the first Period Column (1800-1839) can be used. As the game progresses, players will be able to access cards from the other Periods.

Deal 5 cards from the first Period Deck and place them on the 5 open spaces of the Abolitionist Queue on the game board. During setup, there should only be one Opposition Card. If a second Opposition Card appears in the queue, set Slave Market Cards it aside and continue filling the queue from the top of the Create a draw deck of Slave Market Cards deck until the queue is full. Then reshuffle the deck, by selecting cards with the number in the including any Opposition Cards that were set aside. bottom right corner that corresponds to the number of players in the game. Victory Conditions Select the Victory Conditions Card with the number in its Shuffle these cards and place upper left corner that corresponds to the number of players them face down on the Slave in the game. Place this card onto the space provided in the Market Deck space on the game upper right corner of the game board. The cards are double- board. The remaining cards are sided: use the white side for a regular game, or the red side for returned to the game box and will a more challenging game. not be used in the game. Draw cards from this deck to Starting Funds fill the 3 empty spaces below Each player starts the game with $8. the Slave Market Deck. These represent slaves being delivered to market for sale to the Plantations. Lead Player Lantern Place the indicated number of Randomly determine a Lead Player and give slave cubes on each market card. them the Lead Player Lantern. The Slave Market Cards serve as Slave Catcher Markers the game’s clock: the game can Place the 5 Slave Catcher Markers on their never progress longer than the corresponding colored starting spaces on the end of the 8th round, when the game board. These spaces are indicated by a last Slave Market Card has sold small circle at the top of the city featuring the its last lot of slaves. corresponding colored slave catcher symbol.

3 Players Token Period 1 Period 2 Period 3 1800-1839 1840-1859 1860-1865 Support 1 1 1 Slave Catcher Dice 1 Conductor (single/double) 3 2/2 1/1 Place the 2 Slave Catcher Dice on the Fundraising 1 2 1 table within easy reach of the players. Support 2 3 2 Tokens 2 Conductor (single/double) 5 3/3 2/2 Place the grey Fundraising 2 3 2 Conductor Tokens on their corresponding spaces Support 3 6 3 in the Period Columns. 3 Conductor (single/double) 7 4/4 3/3 Fundraising 3 4 3 Then add tokens on top of the grey tokens up to the numbers listed on Support 4 8 4 the table to the right, according to the 4 Conductor (single/double) 9 5/5 4/4 number of players. The totals listed Fundraising 4 5 4 include the grey tokens.

Game Play FREEDOM: THE UNDERGROUND RAILROAD consists of up to 8 rounds, each of which has 5 phases, played 1. Slave Catcher Phase in the following order: One of the slave catchers may get a tip on the whereabouts of some runaway slaves and move unexpectedly to capture 1. Slave Catcher Phase them. There are 2 dice that determine if this happens. 2. Planning Phase 3. Action Phase The Slave Catcher Die pictures the slave catcher 4. Slave Market Phase colored symbols and determines which slave catcher moves. 5. Lantern Phase The Movement Die pictures white and black arrows The players win the game if: to determine the direction and distance the slave 1. they move the required number of slaves to freedom catcher moves. in Canada as specified on the Victory Conditions During the Slave Catcher Phase, the lead player rolls both Card, and dice. 2. they purchase all of the Support Tokens in the game, and If the symbol of the walking slave is rolled, then 3. they finish the round without losing the game. none of the slave catchers move and the phase ends. Proceed to the Planning Phase. The players lose the game if: If a slave catcher’s symbol is rolled, check the 1. the Slaves Lost Track on the Victory Conditions Movement Die to see the direction and distance Card is filled and another Slave needs to be added, or this slave catcher moves. The white arrows indicate 2. they do not win the game before the end of round 8. westerly movement and the black arrows indicate easterly movement. These arrow symbols are also pictured along the colored Slave Catcher Paths on the game board.

The appropriate slave catcher marker is moved the same number of spaces as the number of arrows on the Movement Die or until it reaches the end of its path. It only captures slaves on the final space it ends its movement. Slaves on spaces that were passed over are not captured. Captured slaves

4 are placed consecutively on the Slave Market Cards, beginning Fundraising Tokens cost nothing and are one way in which with the bottom card and continuing upwards, cycling players can raise money during the game. They around to the bottom Slave Market Card again if necessary. represent the raising of funds and supplies to support the Abolitionist Cause. After a slave catcher has moved and any captured slaves have been placed on the Slave Market Cards, all players proceed to There are two types of Fundraising tokens. The the Planning Phase. Fundraising Tokens available during the first two Periods raise $1 for each slave on a green Southern space. The Fundraising Tokens available during the last Period raise 2. Planning Phase $1 for each slave in a blue Northern city. During the Planning Phase, each player may take up to Once all players have taken their tokens, play proceeds to 2 Tokens from the Token Board. At the beginning of the the Action Phase. game, players may only take tokens from the first Period (1800-1839). When future Period Columns become active, When the last Support Token in the currently active players may take tokens from any of the active Period Period Column is taken, the game is immediately paused Columns. and two changes take effect: All players may take tokens during the Planning Phase at 1. The Abolitionist Card Deck in the currently active the same time. A token may only be taken if the player has Period Column is removed from the game. Any of enough money available, players may not give or lend money the current Period’s Abolitionist Cards already in the to each other. Since the game is cooperative, players may Abolitionist Queue remain where they are. Any new discuss strategies and offer suggestions. If the players are not cards will be drawn from the next Period’s Abolitionist able to come to an agreement on a token choice then the lead Card Deck. player - or the player closest to the lead player in a clockwise direction - chooses first. 2. The next Period Column is activated and its tokens are now immediately available to be taken by all players. There are three types of tokens available. Support Tokens cost $10 each and remain in front of the player during the game. Money paid for Support Tokens goes to the 3. Action Phase bank. Their purchase represents the growing During the Action Phase each player, beginning with the strength of the Abolitionist Cause and current lead player and continuing clockwise around the determines when future Period Columns also become active board, may take several actions. and their Tokens and Abolitionist Cards become available to A player may take any or all of the following Actions in any the players. When the players have collectively purchased all of order: the Support Tokens, they have met one of the game’s Victory - Gain his Role Card’s Benefit. Conditions (see Game End & Winning, page 10). - Use his Role Card’s one time Special Ability. Conductor Tokens allow players to move - Play a Conductor or Fundraising Token. slaves along paths during the Action Phase. - Play a second Conductor or Fundraising Token. They represent the efforts of men and women - Buy and resolve one Abolitionist Card. offering refuge and guiding slaves along the Underground Railroad. The number above Players may take their actions in any order. Each action must the cube on the token is how many slaves can be moved, be completed before another action may be taken. and the number above the arrow is how many spaces each of Alternatively, a player may pass their Action Phase, these slaves can move. relinquishing all actions. Instead, the player may take funds The cost in dollars to purchase a Conductor Token is listed from the bank - $3 during the first Period (1800-1839), above the token symbol on the Token Board, inside a gold $4 during the second Period (1840-1859) and $5 during the circle. Money paid for Conductor Tokens goes to the bank. third Period (1860-1865). The Conductor Token pictured above costs $2 in the 1800-1839 Period Once a player has taken all of the actions he wishes to take, and allows a player to move 3 separate slaves a single space each. play continues clockwise to the next player. After all players have taken their actions, the games proceeds to the Slave Market Phase.

5 30 29 28 27 26 25 24 23 22 21

20 19 18 17 16 15 14 13 12 11

10 9 8 7 6 5 4 3 2 1

$1

$10 $10 $10 Support $1 Support $ 1 $1

rg risbe Fer 27 26 25 24 22 21 $2 Conductor 30 29 28 23 $ $2 $3 $3 $4 $4 $2 1 $3 $2 ter ches 20 19 18 17 16 15 14 13 12 11 Ro troit De $1 $ $ 1 ton

Conductor 1 s $ Bo o 2 $1 icag Ch 10 9 8 7 6 5 4 3 2 1 nd vela Cle $1 Conductor Tokens rk Fundraising Yo New $ These tokens allow a player to move a $1 1 $12 specified number of slaves a specified $2 $2 $1 ort number of spaces. A player may choose to ewp Fundraising N elphia ilad Support $ Ph $ $ $ ti $2 1 10 10 10 inna move a slave less than the movement value Cinc pictured on the token. A single slave may $2 $1

. n D.C ingto

Support h not be moved twice with the same Conductor Token. y Was ouis iple St. L R $ 44 1 $1 While it is not possible to move the same slave twice using a

rg single Conductor Token, a slave already moved can be moved risbe Fer again by using another Conductor Token, an Abolitionist 11 $2 I Conductor Card, or as a result of the player’s Role Benefit. $ $2 $3 $3 $4 $4 $2 3 1 $3 $2 ter ches Slaves may move along any of the paths that connect cities Ro troit and spaces on the board, regardless of color. Players may De $1 $ $ 1 ton

Conductor 1 s $ Bo o 2 choose to move$1 a slave in any direction,icag including backwards, Ch Example: A player is moving 2 slaves a single space each. The nd to either gain financial aid or to draw the attention of the vela Cle $ slave arriving in St. Louis (1) would receive $2 in aid and PAY slave catchers on the board. 1 $ $3 $2 $2 $1 $1 rk 1 Fundraising o 27 26 25 24 22 21 II trigger the purple slave catcher to move one space closer towards30 29 ew28 Y 23 $1 N $1 the slave, stopping in Newport (2). The other slave that moved 20 $19 18 17 16 15 14 13 12ORDER OF11 PLAY 2 on (3) would not receive any aid and would trigger the yellow slave rlest $2 $1 Cha 1. Slave Catcher Phase - roll the Slave catcher (4). The yellow slave catcher would move into the same Catcher and Movement dice. ort 2. Planning Phase - Take up to two tokens. ewp

Fundraising 7 6 5 4 2 1 N 10 9lphia 8 3 lade space as the slave, capturing it and sending it to the bottom Slave Phi 3. Action Phase - Starting with the Lead ati $2 Player: Use Role, play two Tokens, and cinn Cin Market Card. buy Abolitionist Card (any order). $ $2 1 4. Slave Market Phase - deliver slaves to $1 Plantations. 5. Cleanup Phase - Trigger/discard last III Some Conductor Tokens allow slaves to moveD .twoC. spaces. Free States and Territories gton ashin Abolitionist Card(s). Slide and fill cards. ouis pley W Pass the Lead Player token clockwise. t. L Slaves Rmovingi two spaces may not move through spaces that Slave States S If the last slave ship has delivered, the

$ $ $ Support game is over. $1 10 10 10 contain slave catcher tokens, but they may move through a Decision left to Territory space containing another slave. As with any slave movement, Copyright © 2013 Academy Games Abolitionist Queue When a slave completes its movement, two things may occur

Support only the last space the slave moved into determines if any based on the last space it moved into. $ money is gained and if any slave catchers are triggered. They 1 $1 First, if the space has a gold circle with a number above do not trigger slave catcher movement or gain any money for I rg risbe it, the player who moved the slave receives that amount spaces they move through. Fer of money from the bank. This money represents aid and $2 Conductor When moving slaves, all of the small cities and spaces can $1 $ $2 $3 $3 $4 $4 contributions from the local communities as the slave is on $2 3 only hold$2 a single slave. A slave cannot finish its movement ter ches the run. Ro in a circle or oval space which alreadytr ocontainsit a slave. De $1 $ $ 1 ton

Conductor 1 s Next, if the space is connected to one or more Slave Catcher However, the large square cities can hold up to 4 slaves. $2 Bo go $1 hica Paths, the slave has drawn the attention of slave catchers. WhenC moving a slave into Canada, place them in one ofPAY the nd vela $ $ $ $ $ spaces provided. The spaces are numbered to help trackCle$ 1how 3 2 2 1 1 Any slave catchers that match the colors of connecting Slave $1 II rk

Fundraising o Catcher Paths move 1 space each along the matching colored close the players are to victory. ew Y $1 N path towards the slave that triggered the movement. $1 ORDER OF PLAY on $ rlest 2 $2 Cha $ 1. Slave Catcher Phase - roll the Slave If a slave catcher moves into a space in which there Example: A player is1 moving Catcher and Movement dice. ort ewp

Fundraising 2. Planning Phase - Take up to two tokens. is a slave, that slave is captured and placed on the bottom N lphia a slave two spaces. He moves lade Phi ati 3. Action Phase - Starting$ with2 the Lead cinn Slave Market Card. If there are multiple slaves in the space, Cin the slave through the Southern Player: Use Role, play two Tokens, and $1 they are placed consecutively on the Slave Market Cards,$2 space and finishes his move in buy Abolitionist Card (any order). 4. Slave Market Phase - deliver slaves to .C. beginning with the bottom card and continuing upwards, Newport. The slave does not Plantations. ton D hing y Was ouis iple III cycling around to the bottom Slave Market Card againSt. L if triggerFree the States yellowR and Territories slave catcher 5. Cleanup Phase - Trigger/discard last necessary. Abolitionist Card(s). Slide and fill cards. becauseSlave he didStates not finish his Pass the Lead Player token clockwise. If the last slave ship has delivered, the movement on the Southern game is over. Players may wish to sacrifice a slave so that others may Decision left to Territory space. He receives $1 and make their way towards freedom. As always, discussion is Copyright © 2013 Academy Games Abolitionist Queue triggers the purple slave catcher. encouraged as players work out the best strategy for taking I their actions.

6

PAY $ $3 $2 $2 $1 $1 1 II

ORDER OF PLAY on rlest Cha 1. Slave Catcher Phase - roll the Slave Catcher and Movement dice. 2. Planning Phase - Take up to two tokens. 3. Action Phase - Starting with the Lead Player: Use Role, play two Tokens, and buy Abolitionist Card (any order). 4. Slave Market Phase - deliver slaves to Plantations. III Free States and Territories 5. Cleanup Phase - Trigger/discard last Abolitionist Card(s). Slide and fill cards. Slave States Pass the Lead Player token clockwise. If the last slave ship has delivered, the game is over. Decision left to Territory Abolitionist Queue Copyright © 2013 Academy Games 30 29 28 27 26 25 24 23 22 21

20 19 18 17 16 15 14 13 12 11

10 9 8 7 6 5 4 3 2 1

$1

$10 $10 $10 Support $1

30 29 28 27 26 25 24 23 22 21 Support $1 $ 20 19 18 17 16 15 14 13 12 11 1

rg risbe 10 9 8 7 6 5 4 3 Fer 2 1 $2 $ $ $ $ $ Conductor $1 $3 2 3 3 4 4 $1 $2 $2 ter ches Conductor Token Limits Action: Buying Abolitionist Cards Ro troit De $ Support 1 $ $ $10 $10 $10 $ Token set up varies depending on the A player may purchase a single Abolitionist Card from 1 ton 1

Conductor 1 s $2 Bo $ number of playerscago (see Setup, page 4). Token the Abolitionist Queue during their Action Phase. The 1 Chi numbers are limited; they are removed Abolitionist Queue consists of 5 cards played face up on land eve Support Cl from the game once played. the table on the five Abolitionist Queue spaces located on $ $1 1 $1 the bottom of the Token Board. Any Abolitionist Cards rk Fundraising Yo The exception is the last Conductor ew purchased from the Abolitionist Queue during the Action$1 N rg Token (colored grey) available for purchase in each of the risbe $1 Phase are not replaced until the the Lantern Phase at the Fer $ Conductor token stacks. When this is played, it is returned end of the round. To purchase a card, pay its cost to the bank. 2 $ $ $2 Conductor to the Token Board and is immediately available for purchase 2 1 $ $2 $3 $3 $4 $4 The cost is indicated by the$2 number in the gold circle above 1 $3 ort again. Therefore players will always ehavewp access to at least one Fundraising N $2 the space that the card occupies. elphia ter ilad token from each of the Conductor stacks throughout the ches Ph $2 Ro nnati inci it game. C There are 3 types of cardsetro in the Abolitionist Deck: General D $1 $ $ $1 1 ton

Conductor 1 $ s 2 (tan), Reserve (white) and Opposition (red-orange). $ Bo o 2 $1 icag Fundraising Tokens Ch Most cards can be purchased by a player, except for a few .C. land ton D These allow a player to raise funds to aid the Abolitionist eve hing Opposition Cards whichy state they cannot beCl purchased. Was ouis iple Cause.S tThere. L are two types of tokens available during the R $1 rk Fundraising Yo course of the game. To purchase a card, pay its cost to the bank. A card may only ew $1 N be purchased if the player has enough money available before 30$1 29 28 27 26 25 24 23 22 21 During the first two Periods, the Fundraising Tokens feature the purchase and not as a result of money gained from the $2 $ a green circle. When played, these tokens give the player $1 card. Also, players2 may not give or lend money$1 to each other 20 ort 19 18 17 16 15 14 1330 2912 2811 27 26 25 24 23 22 21 for each slave in a green Southern city or Southern space.ewp Fundraising N unless a card allows them to do so. lphia lade Phi i $2 nnat I inci 20 19 18 17 16 15 14 13 12 11 10 9 General8 Abolitionist7 C 6 Cards5 are4 3 2 1 $2 $1 resolved immediately when purchased 10 9 8 7 6 5 4 3 2 1 .C. and are then discarded. ton D hing y Was $1 ouis iple St. L R $1

Fundraising Token Small Southern City Southern Space

$10 $10 $10 Support (Can hold 1 slave) (Can hold 1 slave) $1 $10 $10 $10 Support $1 During the final Period of the game, the 1860-1865 PAY Support Support Fundraising tokens feature a blue circle. These tokens give I $ $ $ $ $ $1 $1 $1 $ 3 2 2 1 1 the player $1 for each slave in a blue Northern city. The large Reserve Abolitionist Cards are $1 1 II cities of Chicago, Boston and New York can hold up to 4 usually placed on a Player Mat when sberg erri rg F slaves, and each slave in these cities raises $1. risbe purchased. A player may only have one Fer $2 ORDER OF PLAY Conductor Reserve Card on his Mat at a time. If $1 $ $2 $3 $3 $4 $4 $ $2 leston 3 2 har

Conductor 1. Slave Catcher Phase - roll the Slave $2 a player purchases a new Reserve Card$1 C $ $2 $3 $3 $4 $4 $ ter 3 2 Levi Coffinches Catcher and Movement dice. Ro before an old one is used, the old card During any player’s Action $2 troit terDe $ Phase, ignore the movement 2. Planning Phase - Take up to two tokens. ches 1 $ $ Ro of one Slave Catcher if they 1 ton Conductor 1 s is discarded without being resolved. $ Bo it o would capture a Slave, then 2 3. Action Phase - Starting with the Lead tro$1 icag discard this card. De Ch $ If a Reserve Card is usable during the PAY 1 $1 Play from your Reserve. Player: Use Role, play two Tokens, and $ nd ton Conductor 1 vela os $ $ $ $ $ Cle One of the most powerful forces in the Underground B $1 3 2 2 1 1 Action Phase, it may be used the same Railroad,$2 helped thousands of slaves buy Abolitionist Card (any order). $ cago $ prior to and after emancipation. II 1 Chi 1 rk Fundraising Fundraising Token Small Northern City Large Northern City turn it is purchased by the player. Yo 4. Slave Market Phase - deliver slaves to nd New vela (Can hold 1 slave) (Can hold upCl eto 4 slaves.) $1 Plantations. $ $1 1 $ 5. Cleanup Phase - Trigger/discardORDER OF PLAY last III rk Free States and Territories2 Fundraising Yo leston $2 $1 ew har Abolitionist1. Slave Card(s). Catcher Slide Phase and - fillroll thecards. Slave Opposition$1 Abolitionist Cards N C ort Pass the LeadCatcher Player and tokenMovement clockwise. dice. ewp Slave States Fundraising $ N lphia 1 negatively impact game play. Each card lade Phi If the last slave ship has delivered, the ti $ $2 2. Planning Phase - Take up to two tokens. inna 2 is over. specifiesC incwhen its effect takes place. It game $ $ Decision left to Territory 3. Action Phase - Starting with the Lead 2 $2 1 $1 can take effect while the card is in the Player: Use Role, play two Tokens, and ort Opposition ewp Copyright © 2013 Academy Games

Fundraising buy Abolitionist Card (any order). N lphia .C. Abolitionist Queue Abolitionist Queue, when the card is ade ton D hil Abolitionist Cardhing $ y P Was ati ouis 2 iple 4. Slave Market Phase - deliver slaves to cinn St. L R Cin purchased, or when the card is removed Plantations. $ $1 III 2 from the Abolitionist Queue during Free States and Territories 5. Cleanup Phase - Trigger/discard last the Lantern Phase. Abolitionist Card(s). Slide and fill cards. D.C. gton Pass the Lead Player token clockwise. ashin Slave States uis pley W If the last slave ship has delivered, the . Lo Ri St game is over. Decision left to Territory I Abolitionist Queue Copyright © 2013 Academy Games 7 I

PAY $ $3 $2 $2 $1 $1 1 II

ORDER OF PLAY on rlest Cha 1. Slave Catcher Phase - roll the Slave Catcher and Movement dice. 2. Planning Phase - Take up to two tokens. PAY 3. Action Phase - Starting with the Lead $ $ $ $ $ $1 Player: Use Role, play two Tokens, and 3 2 2 1 1 buy Abolitionist Card (any order).II 4. Slave Market Phase - deliver slaves to Plantations. III Free States and Territories 5. Cleanup Phase - Trigger/discard last ORDER OF PLAY Abolitionist Card(s). Slide and fill cards. on rlest Slave States Pass the Lead Player token clockwise. Cha 1. Slave Catcher Phase - roll the Slave If the last slave ship has delivered, the Catcher and Movement dice. game is over. Decision left to Territory 2. Planning Phase - Take up to two tokens. Copyright © 2013 Academy Games Abolitionist Queue 3. Action Phase - Starting with the Lead Player: Use Role, play two Tokens, and buy Abolitionist Card (any order). 4. Slave Market Phase - deliver slaves to Plantations. III Free States and Territories 5. Cleanup Phase - Trigger/discard last Abolitionist Card(s). Slide and fill cards. Slave States Pass the Lead Player token clockwise. If the last slave ship has delivered, the game is over. Decision left to Territory Abolitionist Queue Copyright © 2013 Academy Games Common Card Features Player Role Cards Each player has a role that gives them unique benefits in the game. Each Role Card is double sided. Players begin the The player may move a specified game with the Role Card face up on Side I. number of slaves a specified number of spaces. Preacher Preacher

+$1 during Action Phase. +$2 during Action Phase. -$1 Abolitionist Card Cost -$1 Abolitionist Card Cost during Action Phase. during Action Phase. The player may purchase a single $ token at full cost during the At the beginning of your Planning Phase. Action Phase, discard an Abolitionist Card from the queue. Ignore any of the card’s events that may be resolved by doing so.

-2 The player may purchase a single Role Card Role card token with the shown discount. front - Side I back - Side II

Action: Role Card Benefits Role Benefits are listed at the top of the card above the role’s The player may take a token image. Players receive their benefits each round during their at no cost. Action Phase. The one exception is the Shepherd’s ‘-$1 Conductor Token Cost’ discount, which can be used during the Planning and Action Phases.

Slave catchers do not Action: Role Card Special Ability move while the player is The Special Ability is listed at the bottom of the card below moving slaves. the role’s image. A Special Ability may only be used once during the game and the phase of the game in which it may be used is indicated. Once used, flip the Role Card over to Side II to show that the Special Ability has been used. Exchange the position of two cards in the Abolitionist Queue. Some Role Benefits differ from Side I to Side II. A player cannot exchange a card with an empty space.

+2 Each player receives $X from the bank.

Some General Cards allow slaves to move to indicated locations with no effect. This means that this movement does not raise money or trigger slave catchers, as normal movement would.

If an indicated location is occupied by slave catchers or filled to capacity by other slaves, the move may not be made.

8 4. Slave Market Phase 5. Lantern Phase During the Slave Market Phase, slaves are sold to the During the Lantern Phase the Abolitionist Card Queue is plantations in the South. The slaves on the bottom-most Slave restocked for the following round. First, discard any card that Market Card are moved to available plantation spaces. is in the right most space in the Abolitionist Queue. For 1 or Players choose to place the slaves in any of the open spaces 2 players, discard any cards in the two right most spaces. A in one or more of the plantations. Slaves previously in the General or Reserve Card is simply discarded. An Opposition plantations can not be rearranged; only the incoming slaves Card will state if it is resolved when removed and discarded. may be placed freely. Once slaves have been placed they may Then slide any remaining cards to the right and draw new not be rearranged later. cards to fill in the now-empty spaces, starting with the right- most empty space. If there are no open spaces in the Plantations for some or all of the incoming slaves, they are instead placed on the Slaves When filling the Abolitionist Queue, only one new Opposition Lost Track on the Victory Conditions Card. Card from the deck may be added. Any Opposition Cards already in the queue remain. If the player draws more than If the players have to add an additional slave after the last one new Opposition Card they are placed to the side. Once Slaves Lost Space is filled, the players have lost the game (see the queue is full, take any Opposition Cards set aside and Game End & Winning, page 10). shuffle them back into the Abolitionist Period Deck currently After the slaves on the bottom Slave Market Card have being used. In the rare case there are only Opposition Cards been placed, the card is removed from the game and the remaining, they are placed in the queue. remaining cards slide one space down. A new Slave Market Once the Abolitionist Queue has been filled, the game’s Card is drawn and placed in the empty space and the specified Victory Conditions are checked. If the game is not ended, pass number of slaves are placed on the card. the Player Lantern Token clockwise to the next player. A new The game has eight Slave Market Cards, one for each round in round begins. the game. The game can be won or lost before round eight, but must end at the end of round eight.

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Example: It is a 4 player game, the card John Greenleaf Whittier is discarded, and the two remaining cards are moved across to occupy the two right hand most spaces of the queue. Three new cards are drawn to fill the empty spaces from the least expensive (right- most space) to the most expensive (left-most space).

9 Game End & Winning One and Two Players The players win the game if they are able to purchase all FREEDOM: THE UNDERGROUND RAILROAD of the Support Tokens from all three Periods and move may be played as a solo or 2-player game. When setting up the required number of slaves (as indicated on the Victory the game, remove the Abolitionist Cards that indicate they Conditions Card) to Canada before the end of round eight. are for use with 3 or 4 players. Also, during the Lantern With good play and coordination, players may fulfill the Phase, discard any cards in the two right-most spaces of the Victory Conditions and end the game before round eight. Abolitionist Queue as indicated below. The round in which the players achieve both Victory Conditions is the last round of the game. However, the players do not instantly win - they still need to finish the round without losing. This means that the players must unload that round’s Slave Market Card and deal with any Opposition Cards that may be resolved in the Lantern Phase without causing them to lose the game. The players lose the game if they are unable to achieve both Victory Conditions before the end of round eight. Additionally, the players immediately lose the game if the Slaves Lost Track on the Victory Conditions Card is filled Adjusting Difficulty and another slave needs to be added. For easier play, use any or all of these Losing the game does not mean an end to the Abolitionist adjustments: struggle. While the group was not able to bring about the 1. When rolling the Movement Die, treat any triple changes they wanted to see through their efforts, countless movement results as a free slave movement result, others will continue their good work until all people are free meaning no slave catcher movement happens this from the scourge of slavery. round. 2. Each player starts with $10. 3. During setup, leave the center Plantation (4 spaces) Scoring empty. Players wishing to compare how they play from game to game may keep score as follows: For more difficult play, use any or all of these • 2 points for each slave freed. adjustments: • Minus 1 point for each slave lost. 1. Start the game with all of the plantations full rather than just filled on the lightened spaces. • 10 points for freeing all the required slaves. 2. Add an additional Support Token to Period 2 (the • 10 points for purchasing all of the required game comes with 1 additional Support Token for this Support Tokens. purpose). • If the game was won, 5 points for each Slave Market Card still left in the queue.

10 Stock Holder Stockholder Fugitive Slave Act +$1 during Action Phase. Once per Action Phase, Role Special Action: The purchase a Token after taking When triggered, 3 slaves in Role Cards a Fundraising Action. Agent player’s token purchase is spaces connected to slave Fugitive Slave Act Agent +$1 during Action Phase. limited to those available, catchers are captured and Role Special Action: Slaves Move 2 Slaves one space each during Action Phase. he or she may not buy sent back to the bottom-most Up to three Slaves in spaces next to Slave Catchers During your Action Phase, removed from the Slave are captured. ahead. If the player has not spend three tokens. Slave Market Card. If there Market Cards on the board spent to the token limit, he are more than 3 to choose Resolve when removed. After the Fugitive Slave Act of 1850, former owners had During the Planning more tools to help recapture former slaves, including: are put back into the supply Phase, remove one Slave posses, federal marshals and bounty hunters. from each of the Slave or she may use the newly from, the players may select and are available to be used Market deliveries currently on the board and return acquired token. which slaves are captured. again. them to the supply. Slaves not connected to the the slave catcher’s path can be captured. If it is the last round of the game and there are no Slave Market Cards Conductor Conductor

Role Special Action: The +$1 during Action Phase. Opposition Cards left, the slaves are returned to the plantations. Move 2 Slaves one space each player gets 5 movement during Action Phase. 1850 Compromise This card may be purchased to be resolved points and may devote it all Each Fundraising Act earlier. to a single slave or split it During your Action Phase, brings in $2 less. If a player use five movements for one or between several slaves. (i.e. more Slaves. You can move one Gag Rules plays 2 Fundraising tokens 1850 Compromise Slave five spaces or split it up This card does not prevent 2 slaves 2 spaces and one amongst as many Slaves as you wish. on their turn, both are Fundraising Actions bring players from purchasing slave 1 space, or 1 slave 4 affected. This effect lasts in $2 LESS than they spaces and another 1 space.) normally would. tokens during the Action Gag Rules until the card is removed In effect until removed from the queue. Phase. This effect lasts until Players may only purchase The last space each slave moves into provides While defusing the confrontation between slave and free states, it also strengthened the Fugitive ONE token during the from the queue. It can be Slave Act of 1793. any income and triggers any Slave Catchers. the card is removed from the planning phase. purchased to be removed. queue. It can be purchased In effect until removed from the queue. Pro-slavery forces set up a series of procedural rules that prevented any petitions to abolish slavery from ever Preacher to be removed. coming to light in Congress. Preacher Role Special Action: The This affects all current and player may discard a card +$1 during Action Phase. George Fitzhugh -$1 Abolitionist Card Cost future Slave Market Cards during Action Phase. This card’s effect can from the Abolitionist while this card remains in Queue at the beginning of interact with other cards the queue. The slaves do not Domestic Slave Trade that make tokens less his or her Action Phase. At the beginning of your George Fitzhugh Action Phase, discard go away when the card does. an Abolitionist Card from Each Slave Market delivery expensive. This card only This includes Opposition the queue. Ignore any of the Additionally, if the card carries one additional Slave. Support Tokens cost card’s events that may be goes away after making its $1 more to purchase. Cards that may not be resolved by doing so. In effect until removed from the queue. Can NOT be purchased. comes back, new slaves are In effect until removed from the queue. way through the queue or Can NOT be purchased. purchased. These do not get Domestic Slave Trade became a major economic force, lasting until the 1860’s at which time the slave added. This card only goes population had reached four million. Fitzhugh, a slavery-based social theorist, wrote through the effects of an of the inferiority of black race and the values resolved. of slavery in several books. away after making its way Abolitionist or Role Card. Shepherd through the queue or through the effects of Shepherd an Abolitionist Card or Role Card Special John C. Calhoun Role Benefit:The one +$1 during Action Phase. -$1 Conductor Token Cost Action. Both large and small exception is the Shepherd’s during Planning and Action Phases. Northern (blue) ‘-$1 Conductor Token Cost’ Case cities bring $1 less when discount, which can be used John C. Calhoun The players may select local funds are contributed during the Planning and During your Action Phase, move up to two plantation which slaves get returned to Dred Scott Decision Northern (blue) cities bring in Slaves to New York, as the result of slave $1 LESS than normal. Action Phases. with no effect. the plantations. They may Move 3 non-plantation movement into the space. In effect until removed from the queue. Role Special Action: When not come from Canada. This Slaves back to the Can NOT be purchased. plantations. Fundraising is not affected In addition to being the 7th Vice President of the United States, Calhoun was also an vocal supporter of slavery card may be purchased to be as a positive good and not a necessary evil. moving slaves to New York, Resolve when removed. by this card. This effect lasts

The Supreme Court ruled in 1857 that slaves and their resolved earlier. descendants were not protected by the Constitution the player may move less than 2 slaves. If the and could not be citizens. until the card is removed player does move 2 slaves, they may come from the queue. This card only goes away from different plantations. Through this Elijah P. Lovejoy after making its way through the queue or movement you may not exceed New York’s When Fundraising, only through the effects of an Abolitionist Card normal 4 slave capacity. slaves in large cities count or Role Card Special Action. for drawing funds. This Elijah P. Lovejoy Station Master Station Master Nat Turner Rebellion effect lasts until the card is Fundraising Tokens only + Role Benefit: When the $1 during Action Phase. draw funds from Large Cities. Players can never go back Move one Slave Catcher one removed from the queue. less space during Action Phase. player moves slaves he may In effect until removed from the queue. a Period. Support Tokens It can be purchased to be Lovejoy, editor of the antislavery paper ‘The select one slave catcher that Alton Observer’ was shot by a pro-slavery mob as they always go on the current removed. attempted to burn down his warehouse. would move as the result of Period’s pile. If players have Nat Turner a slave’s movement and not During another player’s Action Phase, Conductor Tokens don’t no tokens, the card has no If Support Tokens have been move any of the Slave Catchers. purchased by the group, return move that slave catcher. This Farren Riots effect. This card may be one to the currently activate Remove from the game Action Token row. may be used for any type of purchased to be resolved Resolve when removed. the top Conductor and Turner led a slave rebellion that resulted in 56 deaths, including women and children and caused tighter action. earlier. restrictions for both slaves and free blacks in the south. Fundraising Tokens from Farren Riots Role Special Action: The Station Master’s the current Period Column. Remove from the game the top Conductor and special action (stopping all the slave catcher This does not include any Fundraising Tokens from the movement) only affects Conductor token current Period Column. grey Conductor Tokens. Resolve when removed. Four nights of rioting erupted on Wednesday, movement. For the one player game, this July 9 1834 in New York City as a result This card may be purchased of anti-abolitionist activity. player may target him or herself. to be resolved earlier.

11 NJ Abolishes Slavery Kansas-Nebraska Liberty Hill Players may use their roles Act Move 2 slaves a single or Abolitionist Cards The player can switch any space and purchase a token to move slaves into blue NJ Abolishes Slavery at full cost. 2 cards in the Abolitionist Kansas-Nebraska Act Liberty Hill Northern cities. This effect Slaves may not be moved into or out of Northern (blue) Cities Queue. They may not switch At the beginning of the Action 2 $ Phase, discard this card 1 & lasts until the card is removed using Conductor Tokens. to switch positions of two a card with an empty space. Abolitionist Cards in the Queue. In effect until removed from the queue. Move two slaves one space each from the queue. It can be Play from your Reserve. and purchase a token at full cost. By including that voters would determine the status of New Jersey was the last of the Northern states to slavery, politicians turned territorial expansions into a John Rankin’s house atop a 540 foot hill stood abolish slavery. Though some remained “apprentices” collision point of the abolitionist movement. as a beacon for slaves crossing the river, letting purchased to be removed. until the 13th Amendment. them know when it was safe.

3 & 4 Reopening Trade Period 3 (1860 - 1865) New York The slaves are only added Civil War once, when the card is The player may use this card Society NY Manumission Society triggered. This card may be to ignore the movement of Purchase a token at a -3 purchased to be resolved Reopening Trade the Slave Catchers during reduced cost. Civil War Purchase a token at a $3 discount. Add 2 Slaves to each Slave earlier. If it is the last round one action (ie. movement During one of this player’s Working to abolish slavery in NY for 71 years, its ranks included powerful political leaders Market Card currently Action Phases, ignore the such as Alexander Hamilton. of the game and there are on the board. movement of all Slave Catchers from a Conductor Token, during a single action, then Resolve when removed. discard this card. no Slave Market Cards left, Role, or an Abolitionist Play from your Reserve. Having knowledge of when the slave trade would end, Hundreds of thousands of slaves escaped across Georgia and S. Carolina reopened trade and imported 3 & 4 about 100,000 slaves over between 1800 and 1808. Union lines over the course of the war. Many went place only 2 slaves into the Card). on to serve as soldiers. Ohio River plantations. Move 3 slaves a single space.

Ohio River Reserve Cards General Cards 3 1 Move three slaves one space each.

The river was often referred to as the Period 1 (1800 - 1839) Period 1 (1800 - 1839) “Jordan River” by slaves on the run, as they crossed it to freedom in the North.

Congress Outlaws David Walker 3 & 4 International Slave Trade The player may purchase 2 Ripley, Ohio During the Slave Market tokens at a discount of $2 Move 2 slaves a single 3 & 4 each. Phase, the owner of this card David Walker space. Slave catchers do -2 -2 not move as a result of the Ripley, Ohio may lessen the number of &

movement, but money is 2 & slaves put on the new Slave Purchase two tokens at a 1 Congress Outlaws discount of $2 each. International Slave Trade David Walker’s ‘Appeal to Coloured Citizens of raised. Move two slaves one space each, Market Card by paying $3 the World’ called for black citizens to work against oppression through education and religion. they do not trigger Slave Catchers. During the Slave Market Phase, Ripley’s adjacency to the Ohio River and its pay $3 to not load a Slave onto the proximity to the slave state of Kentucky made to not load a slave (up to 2 newest Slave Market Card. May it an important stop on the railroad. pay for up to 2 Slaves per card. slaves). This may be used DOES NOT DISCARD. Play from your Reserve. In 1794, Congress restricted the use of ships and imposed repeatedly for multiple cards heavy f ines for those involved in the international John Greenleaf transportation of slaves. as this card does not discard. Whittier Southern Church The card may be replaced by purchasing The purchasing player may Correspondence Each player, including the another Reserve card. exchange the position of John Greenleaf Whittier 2 cards in the Abolitionist purchasing player, receives Southern Church Correspondence Levi Coffin $2 from the bank. +2 Queue. They may not Exchange the position of two cards The player may only stop the in the Abolitionist Queue. Each player receives $2 exchange a card with an from the bank. A founding member of the American Anti- Slavery Society, Whittier was a strong political lobbyist and poet. Churches were often one of the few places movement of a slave catcher slaves were allowed to congregate allowing empty space. mail to be passed along. if they would capture a slave. Levi Coffin During any player’s Action Phase, ignore the movement This may only be used once of one Slave Catcher if they would capture a Slave, then Lane Theological and is then discarded. discard this card. Play from your Reserve. One of the most powerful forces in the Underground Seminary Railroad, Levi Coffin helped thousands of slaves St. Catharines, prior to and after emancipation. Move 2 slaves a single space Ontario or purchase a token at a Lane Theological Seminary Move 1 slave from a large St. Catharines, Ontario reduced cost. 2 -2 1 1 OR Northern city to Canada. CANADA Period 2 (1840 - 1859) Move two slaves one space each OR Move one slave from a northern purchase a token at a $2 discount. large city to Canada.

One of the f irst public dialogs on the slavery was St. Catharines was the f inal stop on the Underground organized by Theodore Dwight Weld and held over Railroad for hundreds of slaves in the 1820‘s. Charles Sumner Attacked 18 days at the Seminary in 1834. in Congress Once purchased, the 3 & 4 The Liberator owner gains $1 during The player may place 1 Theodore Weld their Action Phase while card from the Abolitionist Move 1 slave from any Queue back on top of the the card remains unused. Charles Sumner Attacked in Congress The Liberator plantation to a Southern Theodore Weld current age’s Abolitionist Additionally, it may be +$1 UNTIL USED space, with no effect. During the Action Phase, 1 give one other player money deck. then discard this card. Place one card in the Abolitionist used at any time during the Queue back on top of the current Move one slave from any plantation Play from your Reserve. age’s Abolitionist Deck. to a southern space, with no effect. Abolitionist Phase to give a Sumner was beaten with a cane by the nephew The Liberator, an abolitionist newspaper An architect of the abolitionist movement, Weld of Senator Douglas, after Sumner verbally published by , ran also co-authored American Slavery As It Is: berated him earlier in Senate. continuously for 35 years. Testimonial of 1000 Witnesses. single player money.

12 Period 2 (1840 - 1859) John Brown William Lloyd 3 & 4 The player can purchase a Garrison Amistad Rebellion token for a reduced cost Take a free token and move The player may move 2 and they must draw and all of the slave catchers 1 William Lloyd Garrison slaves from the bottom Slave resolve the next Abolitionist John Brown -5 space towards the nearest 1 Market Card directly to & + & Amistad Rebellion Card from the top of the slave. If there are more than Purchase a token at a $5 discount Take a token for free AND move AND then draw and resolve the all of the Slave Catchers one space Canada. towards the nearest slave. 2 current period’s Abolitionist next Abolitionist Card. 1 slave the same distance “I am in earnest – I will not equivocate CANADA John Brown saw armed insurrection as a means – I will not excuse – I will not retreat a single inch Deck. Opposition Cards are to bring an end to slavery in the U.S. – AND I WILL BE HEARD.” Move two slaves from the nearest away, the players may decide Slave Market Card directly to Canada.

A group of slaves who had been kidnapped and sold into placed in the spot that this slavery, rebelled on the Amistad schooner in 1839. which way to move. The Supreme Court ruled in their favor. card occupied in the queue. John Price Rescue Period 3 (1860 - 1865) Anthony Burns The player can move a slave Move 1 slave from a large Abraham Lincoln from any Northern space The player can move 3 Northern city directly to directly to Canada. slaves a single space and Canada. Anthony Burns John Price Rescue 1 1 purchase a token at a CANADA CANADA reduced cost. Abraham Lincoln Move one slave from any -3 Move one slave from a large 3 plantation to a large Northern City, 1 & Northern City directly to Canada. with no effect.

Burns’ arrest and trial under the Fugitive Slave A group of rescuers from Oberlin and Act brought protests and riots. Burns eventually Wellington, Ohio stormed a hotel and rescued Move three slaves one space each settled in Canada. Price from being returned. AND purchase a token at a $3 discount. While Lincoln’s personal desire was to have all men free, his decisions were f irst driven by the need to preserve the Union. Bleeding Kansas Lincoln-Douglas Contrabands Move 2 slaves from Debates Southern spaces to The player can move up Purchase a token at a to 3 slaves from Southern any 1 large Northern city, reduced cost. Bleeding Kansas Lincoln-Douglas Debates spaces to Northern spaces with no effects, and discard 3 2 2 -3 any Abolitionist Cards in & up to 2 movements away, Contrabands Move two slaves from southern spaces 3 to a large Northern City with no effect 2 AND discard any Abolitionist Cards Purchase a token at a $3 discount. with no effect. Northern the $2 or $3 spaces. Any remaining in the $2 or $3 spots. Lincoln’s stance on slavery took shape over the course Move up to three slaves in small Southern The Kansas-Nebraska Act let Kansas’ entry as of the 1850‘s, gaining some of the strongest attention a free or slave state be decided by its inhabitants, spaces do not include during his debates with Stephen Douglas in 1858. spaces to small Northern spaces up to triggering mass immigration. cards removed are not two spaces away, with no effect. Early in the war, hundreds of thousands of slaves Northern cities. Slaves escaped across Union lines prompting the building triggered. of camps and schools for them. can move through Slave 3 & 4 The North Star Catchers. The player may place 1 Move 2 slaves a single space card from the Abolitionist Cooper Union and purchase 2 tokens at Frederick Douglass Queue back on top of the The North Star Speech 2 -2 -2 current age’s Abolitionist Cooper Union Speech reduced cost. 1 & & The player can move 3 $ Place one card in the Abolitionist 3 Move two slaves one space each deck. OR AND purchase up to two tokens at Queue back on top of the current slaves a single space or 1 a discount of $2 each. age’s Abolitionist Deck. Douglass traveled to Great Britain, published Frederick Douglass used the North Star as Move three slaves one space each newspapers, and spoke on the condition of the black a vehicle for exploring the Constitution, purchase a token at full cost. race as well as women’s rights. emancipation and women’s rights. OR purchase a token at full cost.

One of Lincoln’s longest speeches, it helped secure his nomination for president and more fully laid out his views against slavery.

3 & 4 Oberlin, Ohio Harpers Ferry The player may move 4 Purchase a token at a slaves a single space or Election of 1860 reduced cost and discard Harpers Ferry purchase a token for a Oberlin, Ohio -2 The player receives $1 for any Abolitionist Cards to 4 -4 Election of 1860 & reduced cost. 1 OR each slave in large Northern the left of this card. They do Purchase a token at a $2 discount +1 AND discard any Abolitionist Cards Move four slaves a single space OR to the left of this card. purchase a token at a $4 discount. cities. not trigger. John Brown lead an unsuccessful raid on the armory Oberlin was a very active point along the Receive $1 for each slave in large in Harpers Ferry, hoping to gain munitions. It served Underground Railroad with the majority of the as a catalyst for the Civil War. town helping to aid fugitive slaves. Northern Cities. Lincoln, who opposed the spread of slavery to new western states, achieved victory without a single southern state’s support. ’s Cabin The player may purchase a Follow the Move 4 slaves a single token at reduced cost and Drinking Gourd swap the places of 2 cards in space. The movement does Harriet Tubman Uncle Tom’s Cabin The player may take 1 slave not trigger slave catchers. 4 the Abolitionist Queue. The -3 Follow the Drinkin’ Gourd 1 & & from the Lost Slaves space player may not swap a card Purchase a token at a $3 discount 1 Move four slaves one space each, AND Swap the places of two cards on the Victory Conditions they do not trigger Slave Catchers. with an empty space. in the Abolitionist Queue. Retrieve one lost slave from the victory Uncle Tom’s Cabin began its life as a serial in the conditions card and place it back in a Tubman made 13 trips, rescuing over abolitionist periodical, National Era. When published, card and place it in a large 70 slaves before the Civil War. it sold 300,000 copies the first year. large Northern City, with no effect. The Drinking Gourd is a reference to the big dipper Northern city, with no constellation that is in the northern sky. effect. Henry “Box” Brown Vigilance The player can move a Committees Each player, including the Frederick Douglass single slave from Henry “Box” Brown Vigilance Committees Each player, including the any plantation to a large purchasing player, receives Frederick Douglass 1 purchasing player, receives $3 from the bank. +3 Northern city, with no Move one slave from any Each player receives $3 +4 plantation to a large Northern City, from the bank. $4 from the bank. with no effect. Each player receives $4 effect. Brown shipped himself to freedom in a box by Vigilance committees were formed in response from the bank. wagon, railroad, steamboat, wagon, railroad, to the Fugitive Slave Act, advocating and ferry, railroad and wagon. supporting resistance. During the Civil War, Douglass fought for the rights of black soldiers and to ensure that ending slavery was a goal of the war.

13 Harriet Beecher Harriet Tubman Stowe Move 2 slaves from any The player may move 2 The player may purchase a plantations in the south slaves from a single large token at a reduced cost. directly to Canada. Northern city directly to Harriet Tubman Canada. William Still -5 2 2 CANADA CANADA Purchase a token at a $5 discount. Move two slaves from any plantations Move two slaves from a single large in the south directly to Canada. Northern City directly to Canada.

It is claimed that when Lincoln met Stowe shortly During the war Tubman lead an armed assault on As many as 60 slaves a month were helped to freedom after the start of the Civil War, he said, “So this is the plantations in the south, gaining supplies and through Still, with detailed records kept on each. little lady who made this big war.” freeing hundreds of slaves.

It was believed that changing too quickly would bring about a state The States’ Movement of chaos; something to be avoided at all costs. Several other states The United State’s troubled past with slavery dates from before followed Pennsylvania’s lead, and by 1804 all states north of the the joined as a nation and continues to echo as Mason-Dixon Line had either abolished slavery or created gradual racial tensions today. Human bondage has impacted nearly every abolition laws similar to Pennsylvania’s. civilization, and each of them have justified, outlawed and dealt with the issue in their own way. For the United States, the formal end to Abolition activities from 1800-1835 tended to focus on three main slavery began on January 1, 1863 when President Abraham Lincoln objectives. Politically voicing opinions against slavery; giving legal issued the Emancipation Proclamation. aid to kidnapped free blacks and fugitive slaves; and, finally, building The Proclamation declared all slaves educational and financial support for free black communities. The within the Confederate States free, ‘Act for Gradual Abolition’ had formed a border against slavery along though the president could not force the Mason-Dixon Line. Many fugitive slaves attempted to reach the Southern States to abide by the the North in the hope of achieving freedom and Abolitionist groups proclamation while the American Civil were there to assist them. War raged. Though slavery would continue in the United States until the The Age of Immediatism, 1830-1860 ratification of the 13th Amendment in Slavery in the South continued to expand 1865, the Emancipation Proclamation despite the banning of the international signaled to many that the tradition of export and import of slaves by the United slavery in the United States was coming States in 1808. Slavery had simply become to an end. Such a great change was Abraham Lincoln too important to the production of cash not achieved by politicians and lawmakers alone. The hard work of crops, such as tobacco and cotton, which Abolitionists, citizens who risked their safety and freedom to bring in turn had a major impact on the national an end to slavery, served as the foundation for this move towards economy. freedom. Many began to feel that previous attempts at abolition were not working and additional From Revolution to the Age of Immediatism more urgent measures needed to be taken. In 1776, the Continental Congress adopted the Declaration of John Brown, for example, Independence announcing that the original 13 colonies considered called for immediate themselves separate from the British Empire. Though the colonies action and led several had declared themselves independent and free, the slaves that skirmishes, including the inhabited the new nation were not given the same liberty. Despite raid on Harpers Ferry in the Declaration of Independence’s statement that “all men are created 1859 where he and his equal”, almost every state supported slavery during the founding followers attempted to of the nation. But the concept of slavery was falling out of fashion capture munitions for use with many European and American statesmen, religious leaders and in an armed slave revolt. philosophers of the day. A less violent alternative, The efforts of abolitionists continued throughout the American that began to take hold among some circles of abolitionists, was Revolutionary War. The concept of liberty, which was such an the late 18th century concept of colonization where blacks would integral part of the Declaration of Independence, was often used to return to form colonies in Africa. Thousands of free black Americans support arguments against slavery by revolutionary era figures such as settled in Africa in the following decades. These abolitionist actions Thomas Jefferson. In 1780, the Pennsylvania Legislature passed ‘An intensified the controversy of race and racial integration throughout Act for the Gradual Abolition of Slavery’, the United States. which banned importation of slaves to Print media became more wide spread during this period as well. Pennsylvania and required that all future Theodore Weld, who was the editor the abolitionist paper ‘The children in Pennsylvania born into slavery Emancipator’ (1836 to 1840), helped pen the book ‘American Slavery be freed when they reached 28 years of As It Is: Testimony of a Thousand Witnesses’, which described the age. This type of gradual abolition was a horrors of slavery through first hand accounts. The influence of this common theme for late 18th and early work was second only to that of ‘Uncle Tom’s Cabin’ by Harriet 19th century abolitionists. Anti-slavery Beecher Stowe. Uncle Tom’s Cabin, published in 1852, was an anti- advocates, such as Benjamin Franklin, were slavery novel that quickly became popular and was outsold in the convinced that a slow transition from a United States by only the Bible. Slavery supporters were enraged by slave state to a free nation was necessary. Benjamin Franklin the book’s content.

14 Additionally, the writing of William Still, a conductor of the escaped slaves, such as Frederick Underground Railroad, helped hundreds Douglass’ - ‘Narrative of the Life of of slaves escape to freedom, and Frederick Douglass, an American provided much of the detail we know Slave’ helped to solidify positions today through a journal he kept that in the slavery debate. Tensions contained details and interviews with climbed between anti and pro- those he helped reach freedom. slavery proponents, as these books, On April 12, 1861 the American Civil newspapers and other abolitionist War began with the Battle of Fort publications spread anti-slavery Sumter. At the onset of the war, there ideas and drew more individuals to were an estimated 4 million slaves in the abolitionist cause. This tension the United States, about 10% of the culminated in the secession of population. The South’s commanding Frederick Douglass William Still Southern pro-slavery states from the General Robert E. Lee surrendered on United States and finally erupted into a open confrontation that cost April 9, 1865. In December of that same year, the 13th Amendment hundreds of thousands of American lives - The . was ratified, officially abolishing slavery in the United States. Though the war itself was a great tragedy, it brought an end to the American The Underground Railroad institution of slavery. The work of the abolitionists helped cease While abolitionist groups debated the best way to achieve their anti- an era of oppression and suffering, and gave the United States an slavery goals, there was an immediate need for assisting fugitive slaves opportunity to rebuild its social structures and pursue equality for all escape bondage. Most active in the decade prior to the American as stated in its Declaration of Independence. Civil War, the resistance movement known as the Underground Railroad assisted more than an estimated 100,000 slaves escape to Historical Overview written by Matt Shoemaker freedom over the course of its operation. The Underground Railroad of the Historical Society of Pennsylvania was a network of transportation routes, safe houses, and meeting points which escaped slaves could use to escape to freedom in the and Canada. The Ohio River was one such route commonly used by fugitives. Those who took this route to freedom knew they had reached the north once their river journey brought them to the Rankin House, better known as Liberty Hill, in Ripley, Ohio. Those operating the Credits Underground Railroad protected themselves by only being familiar Brian wishes to thank: with their portion of it. Operatives, known as Conductors, would My wife - for the support provide guidance to small groups of escaped slaves along the portion Scott Nicholson - for the spark of their route. Travellers typically moved at night and stayed in safe Chris Harris - for the line houses known as Depots or Stations during the day. These small Andy Austin - for the patience bands would continue on until they reached their final destination and freedom. The success of the Underground Railroad also relied Box Cover Art: Stephen Paschal (StephenPaschal.com) upon the political support and financial funding of individuals, Game Art and Graphics: Jarek Nocoń groups and politicians. Rulebook: Peter Gifford (UniversalHead.com) Escaping by the Underground Project Manager: Uwe Eickert Railroad was far from safe for fugitive or conductor. The Rule Editing: Matthew Dedrick, William Eastwood, ‘Fugitive Slave Act of 1850’ James Palmer stated that all escaped slaves must be returned to their master Playtesters: Rik Van Horn, Al Autovino, Ben Braggins, upon capture, requiring officers Jeremy Brown, Gunter Eickert, Dan Mulcare, Jim Cote, of the law in free states to assist in the capture of escaped slaves. Thom Goodsell, Colleen Goodsell, Dave Kimmel, and the This act was much more difficult many fine folks at Lobster Trap and Millennium Games for northerners to ignore than Store. the ‘Fugitive Slave Act of 1793’, which simply granted slave holders the authority to recapture their escaped slaves. Underground Railroad workers, such as Harriet Tubman, who had escaped slavery to AYG 5401 Philadelphia in 1849, were at great risk of being captured and Freedom - The Underground Railroad themselves pressed to slavery or worse. Anthony Burns escaped Copyright © 2013 Academy Games, Inc. slavery in 1853 and was arrested in 1854 in the Northern free city Helena, Ohio USA 419-307-2115 of Boston. His trial and return to the South generated protests in www.Academy-Games.com Boston and the death of a Deputy U.S. Marshal.

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