Contents Contents ______1 7.7 Routs from Battle ______23 Credits ______1 7.8 Generals Killed or Wounded ______23 1.0 About Rally Round the Flag® ______2 8.0 End of Turn ______24 1.1 Overview ______2 9.0 Battle Example of Play ______24 1.2 History ______2 9.1 Battle Playthrough ______24 1.3 Designer ______2 10.0 Scenarios ______30 1.4 How to Win ______2 10.1 Draw, Reserve Decks, Discard Pile __30 2.0 Components ______3 10.2 Event Cards ______30 2.1 Map ______3 10.3 There’s the Devil to Pay ______32 2.2 Cards ______4 10.4 We’ll Fight Them Through the Town _34 2.3 Stands ______4 10.5 Setting the Pieces ______36 2.4 Tracks and Markers ______6 10.6 Turning the Flanks ______38 3.0 Game Conventions ______7 10.7 The Last Act ______41 3.1 Dice Rolls ______7 10.8 Hypothetical ______44 3.2 Troop Strength Step Losses _____7 11.0 Reinforcements and Event Cards ______46 3.3 Discipline Checks ______8 11.1 July 1st Noon ______46 4.0 Game Setup ______8 11.2 July 1st Afternoon ______46 5.0 Sequence of Play ______9 11.3 July 1st Evening ______46 6.0 Activating Generals ______9 11.4 July 2nd Morning ______47 6.1 Command Cards ______9 11.5 July 2nd Noon ______47 6.2 Command Event Cards ______10 11.6 July 2nd Afternoon ______47 6.3 Activate a General ______11 11.7 July 2nd Evening ______47 6.4 Move the Activated General ____12 11.8 July 3rd Morning ______47 6.5 Perform Actions ______13 11.9 July 3rd Noon ______47 6.6 Pass ______17 11.10 July 3rd Afternoon ______47 7.0 Battles ______17 12.0 Optional Rules ______48 7.1 Battle Monument ______17 12.1 Actions ______48 7.2 Battle Boards ______18 12.2 They Got ‘Round Us! ______48 7.3 Battle Cards ______18 Orders of Battle ______48 7.4 Battle Dice ______19 Army of Northern – Robert E. Lee _____ 48 7.5 Battle Event Cards ______19 Army of the Potomac – George C. Meade ______50 7.6 Resolving a Battle ______20 Designer’s Notes ______51

Credits Game Designer: S. Craig Taylor Jr. Art Director: Becky Siebe Featuring the art of Mort Künstler Lead Illustrator: Alex Wilcox Developers: Graphic Design: Alex Freel Jeff Billings, Mike Billings, Jeff McCulloch Publisher: Jeff Billings

Copyright 2016, Lost Battalion Publishing LLC / Images Copyright 2016 Mort Künstler, Inc. 1 Registered Trademark #4898340 1.0 About Rally Round the Flag®

concentrate on the battlefi eld fi rst and achieve 1.1 Overview dominance on the prominent terrain. On July 1, 1863, neither army was situated with a clear Rally Round the Flag® Command is a advantage for control of the battle. game that recreates the fought from July 1st to July 3rd, 1863. Each As various from each army arrived on stand represents a of troops, and the fi eld of battle, problems in command, is commanded by Division, Corps, and Army control, and communications led to badly Generals. deployed troops and hesitancy in maneuver and commitment. Control of the two Round Rally Round the Flag® is designed to focus Tops (each with an elevation of over 500 feet) Players on taking and holding ground. This left the Army of the Potomac with a better is represented by controlling the critical road observation of the Confederate deployment network surrounding Gettysburg. In game and movement. Even so, very poor operational terms, this is accomplished by controlling discipline offered up whole regiments from specifi c points along roads called March both sides for destruction. Critical Areas of Circles, whereby Victory Points are scored. the battlefi eld were at risk of loss as a result, including ceding the high ground and meager road network to the enemy. 1.2 History Heroism was the only constant on the In the summer of 1863, Lee faced a battlefi eld, and the death toll in both armies disorganized Army of the Potomac. was staggering. General had just been relieved of command and the likely successor, Major General John F. Reynolds, declined command. 1.3 Designer Lincoln settled on Major General George Rally Round the Flag® took a lifetime to design Meade as the commander of the Army of the with more than two decades of research. Potomac. Oddly, this was a development that During development, we progressed from a General Robert E. Lee was not happy to see. conventional movement and combat system to Lee had a level of respect for Meade that was a hybrid command activation and opportunistic unusual, commenting that if “he” (Lee) “made system. a mistake Meade would beat him.” The Corps, Division and Brigade Command The promotion of a capable Union General games all share similar systems and in the Army of the Potomac compounded mechanics, becoming more granular at Robert E. Lee’s own command problems in the Brigade Command level. The game’s the senior command of the Army of Northern mechanics are all based on the extensive Virginia. With Jackson dead, Second Corps research and detail underlying the system. command was assigned to Ewell, who was Please enjoy this fi nal epic design of master recently wounded. This change in Generals game designer and icon of historical gaming – threw off the precision and timing of the Army S. Craig Taylor Jr. of Northern Virginia. The Army’s maneuver was off ever so slightly, and this complicated the execution of Lee’s orders on the battlefi eld. 1.4 How to Win The Area around Gettysburg was known by You can win Rally Round the Flag® by meeting both Lee and Meade, but the disposition of the a scenario’s Victory Condition. All Victory Army of the Potomac and the Army of Northern Conditions are met by scoring Victory Points or, Virginia was not known by either commander in some cases, controlling Map Areas. at the time of contact. Once both sides made 2 initial contact in the morning hours of July There are two ways to score Victory Points: 1st, a race began to see which army could cause Kills on opposing Generals [See 7.8], and control March Circles on the Map. 2.1.1 Pikes Control of a March Circle is achieved by having Pikes are the main highways Generals use to no attached Map Areas containing opposing move on the Map. Pikes do not extend into the Troop Stands and having at least one friendly town of Gettysburg. Pikes contain March Circles Troop Stand in or pass through an attached that are located along them at various intervals Map Area. When this is accomplished, a and are of the same color as a Pike. Control Marker is placed in the March Circle and the Victory Point Tracks are adjusted by the value in the March Circle. [Exception: Scenario 2.1.2 March Circles setup will indicate which March Circles are There are 20 March Circles on the Map. Each controlled by which side prior to game start.] March Circle serves two purposes: to allow Once a Player secures the Areas attached to Generals to March rapidly along Pikes; the a March Circle, he controls the March Circle second is to establish control of the Map for and gains the March Circle’s Victory Points. purposes of gaining Victory Points. However, if each Player controls an Area that Generals move along a Pike from March Circle shares an Edge with a March Circle, the Victory to March Circle. Only a General may occupy Points for that March Circle are contested and a March Circle. No Troop Stands may ever be Victory Points previously awarded move to the present in a March Circle. Contested box. Note that there is a total of 43 Victory Points on 2.1.3 Areas the Map. Areas are named locations where Troop Stands, and Generals not occupying March Circles, are placed. Troops from both sides may 2.0 Components be in the same Area. Areas are attached to March Circles and other Areas by way of Area This section describes the various components Edges. Battles take place in Areas and are of Rally Round the Flag. resolved using the Battle Boards. There a 47 Areas on the Map.

2.1 Map There are a few Map Areas that come close to There are 4 key features of the Map: Pikes, attaching to a March Circle, but do not. These are: March Circles, Areas, and Edges. the northwest corner of Mill Pond does not attach to the 5 VP March Circle; the southern-most tip of McPhearson’s Ridge does not attach to the 3 VP March Circle. 2.1.3.1 Area Capacity Each Map Area can hold as many Troop Stands and Generals as will fi t within the Area’s boundaries without overlap and without crossing Edges. Both Players will have to agree on placement should a portion of an Area prove diffi cult. Friendly Generals may stack to allow more room. Remove the General standee from the base to facilitate stacking.

2.1.4 Area Edges Area Edges delineate Areas and are indicated by a thick, gray line on the Area’s 3 border. Stands may enter an Area by moving across a shared Edge. March Circles share an Edge with one or more Event Cards are played at various times during Areas. Stands may not pass through a March a Player Turn. Event Card backs with a mini-ball Circle to another Area connected to that March bullet on them must be played when drawn. Circle unless the two Areas already share a common edge. 2.2.4 Draw Deck The March Circle Edge allows one Offi cer The Draw Deck is the deck of cards used to occupying a March Circle to count as being in add cards to a Player’s hand. There is one Draw all Areas that share an Edge with the March Deck for the Confederate side and one for the Circle for purposes of Troop Stand activation Union Side. The Draw Deck is added to, and and Heroism modifi ers, except for those that taken away from, at the start of each Game apply during Battle resolution. Turn as new forces become available for play. For example, if Confederate General Heth is in Event Cards are also added and removed from the Cashtown Pass March Circle, he counts as the Draw Deck as they become or cease to be being in the Cashtown Pass and the Unfi nished relevant. Railroad Map Areas. 2.2.5 Reserve Deck Note that Pikes are NOT Area edges. They do not separate any Area from any other Area. The Reserve deck is created at the start of each scenario and is maintained throughout the game. 2.2 Cards Rally Round the Flag® uses cards to affect 2.2.6 Discard Pile the pace of play and modify combat results. The Discard Pile is the deck of cards used While drawing and playing Command and when Event, Command, and Action cards are Battle cards, Events may also occur that the played. It is also where Event, Command, and Players may exploit or mitigate as the situation Action cards are added at the start of each demands. turn that reinforcements are to arrive, or new Events come into play. At the beginning of each 2.2.1 Command Cards new Game Turn, once new Event, Command, and Battle cards are added the Discard Pile, Command Cards provide Actions that can be the Discard Pile is shuffl ed and added to the taken by the Troop Stands under the General’s bottom of the remaining Draw Deck. command, or by the General himself. There is one Command card for each General stand in the game. 2.2.7 Hand Capacity Each Player has a hand capacity equal to the 2.2.2 Battle Cards Commander-in-Chief’s Leadership Number. The Commander-in-Chief may change during Battle Cards are used to affect the outcomes of play due to the arrival of a new Commanding Battle as they are resolved. There is one Battle General or play of the Union Player’s Command Card for each Troop Stand (or for the Changes Event Card. triad of mounted, dismount, and horse-holder Troop Stands). 2.3 Stands 2.2.3 Event Cards Stands represent Troops (infantry, cavalry, etc.) Event Cards are special cards that are shuffl ed and Generals. Stands are composed of two into the Players’ deck based on instructions parts: the standees representing the troop type found in each scenario, or as they are drawn and the stand that shows various attributes. from the Draw Deck. The colored bar on a stand represents the Both the Confederate and Union Players have Corps in the army in which it belongs. their own Event Cards. 4 2.3.1 Generals by subordinate offi cers within the chain of command when a casualty occurs. Command Rating Each General has a Command Rating that is the number of cards drawn from the Draw Deck when Activated. Leadership Rating The Generals in Rally Round the Flag® are the center of Action when Activated. An Activated Each General has a Leadership Rating that is General allows a Player to replenish cards and used as the Player’s hand capacity if he is the activate troops using Action Points. Commander-in-Chief. The formation in which a General belongs Also, when the General is Activated, the is refl ected by the colored band around the Action Points Marker is set to the value of the outside edge of the stand. A General’s rank in Leadership Rating. the chain-of-command of the army is refl ected by the shape of his stand: Army Generals are Heroism Rating on heptagonal stands; Corps Generals are on Each General has a Heroism Rating in green pentagonal stands; and Division Generals are with a plus-sign before it. When the General on circular stands. is in a Battle Board Column, or Map Area, the Name and Organization Heroism Rating modifi es Discipline Rating of Troop Stands for Discipline Checks, or the die Each General Stand includes the name of the rolls for Melee and Fire. General and his place within the command structure. 2.3.1.2 Commander-in-Chief In all cases, Robert E. Lee is the Commander- in-Chief of the Confederate forces. His Leadership Rating is used to determine Hand Capacity for the Confederate Player throughout the game. For the Union, John Reynolds, 1st Corps, is the Commander-in-Chief until he receives a kill, in which the Command Changes Event Card comes into play. is the commander-in-Chief for all scenarios that begin on July 2nd or on the Morning Game Turn for games that continue into July 2nd. Note that some scenarios may list John Reynolds as a previous loss. If this is the case, and the scenario takes place July 1st, then the Command Changes Event Card is in play from the start of the scenario. Gravestones Generals that are killed or wounded have a Gravestone symbol marked on their base. Each time a General is killed or wounded, his Command and Leadership Ratings are reduced by 1, while Heroism Rating is increased by 1. Kills and wounds represent the changes in command that take place when a General 5 becomes a casualty. The role is taken up 2.3.2 Troops 2.3.3 Cavalry The stands of troops in Rally Round the Flag® Cavalry is unique in the game as it is composed represent Infantry, Cavalry, and Artillery. of three Troop Stands: dismounted, mounted, and horse holders. Dismounted Cavalry Attributes perform in all ways as Infantry. They are always accompanied by their Horse-holder Troop Stand Troops have four attributes: and are assigned Action Points, move and otherwise act as a single Troop Stand.

2.4 Tracks and Markers Rally Round the Flag® uses simple record keeping keep the focus on game play.

2.4.1 Turn Record Track

2.3.2.1 Fire Rating The game is divided into Morning, Noon, The Fire Rating refl ects the Troop Stand’s drill, Afternoon and Evening Game Turns for each marksmanship, and equipped weapons. Day of the battle. When an entire Game Turn Troop Stands marked with an ‘X’ may not Fire. has been completed, the Game Turn Marker is moved to the next Game Turn in the scenario 2.3.2.2 Discipline Rating being played. The Discipline Rating refl ects the élan, Use a Flag Marker to track the current game experience, and leadership of the Troop Stand. turn. Flip it to the appropriate fl ag to show if it is the Confederate turn or the Union turn. 2.3.2.3 Troop Strength 2.4.2 Action Point Track Troop Strength is measured in Steps and represents the number of men in the Brigade or Artillery Battalion the Troop Stand represents. A Troop Stand with fi ve unmarked circles has a Troop Strength of 5. As the Troop Stand takes hits, the base is marked on the white circles to record the loss. A 5-strength Troop Stand that has 2 marked losses has a The Action Point Track is used to show the Troop Strength of 3. number of Action Points that are available when a General is Activated. The Leadership 2.3.2.4 Organization Rating of the General is the value used to set The organization labels the name of the Troop the Action Point marker. As Action Points are Stand below the Division it belongs to in the expended to activate Troop Stands, the value Order of Battle. This is printed on top of the of the marker is adjusted downward. When colored band of the Corps the Troop Stand the Action Points are completely spent, or the belongs to. Player passes, the marker is removed from the track.

6 The Action Point Track is used by both Players. 2.4.6 March Column Display The fl ag marker is used to show what side is currently using the available Action Points.

2.4.3 Victory Points

There are 43 Victory Points on the Map contained in the March Circles along the Pikes controlling the critical road network surrounding Gettysburg. Control of Victory Points is achieved by controlling all Areas that share a common Edge with a given March The March Column Display is a tool that Circle. Players may use to keep track of Troop Stands that have yet to be deployed for a particular During the game, a March Circle can be in any General. Simply place Troop Stands from the of three states: uncontrolled, Confederate- same Division in a square of the display. This controlled, or Union-controlled. All controlled is particularly handy for Troop Stands that Victory Points are scored immediately. There arrive as reinforcements when the General and is a Victory Point Track for each Army, and a other Troop Stands from the same Division are Contested Track. already deployed. Specifi c victory conditions are given in each These reinforcements are marked with a # scenario. symbol. 2.4.4 Victory Point Tokens 3.0 Game Conventions

3.1 Dice Rolls Victory Point Tokens are provided to keep track Dice Rolls in Rally Round the Flag® Division of Victory Points on the various Victory Point Command are based on rolling 2 six-sided dice tracks. They are in the format of “coins” and and summing them together. In some cases, are available in denominations of 1, 2, 3, and 5 modifi ers apply due to certain conditions. points. 3.1.1 Action Dice 2.4.5 Flag Markers When performing Actions there are no special Flag markers are provided in the game and conventions used to roll dice. A roll of 2 dice is serve multiple purposes: Turn indicator, March modifi ed by routs and, potentially, a General’s Circle control, and Action Point indicator. Heroism modifi er.

3.2 Troop Strength Step Losses Flip the Flag Marker to the appropriate side Step losses are marked on the base of the when indicating whose turn it is, what side Troop Stand using a dry erase marker. controls a March Circle, or how many Action 7 Points are currently available. When a Troop Stand takes a hit from opposing Fire or as a result of Melee, a Step • When your opponent rolls higher than Loss is marked on the Troop Stand reducing its the minimum number required to cause Troop Strength. a Hit during Fire, the difference in the number rolled and the actual roll is added At the start of the game, ensure that all Step to the Discipline Check die roll. Losses are erased, unless specifi cally stated for each scenario under Previous Losses. Example: A Union Infantry stand fi res on a Confederate Infantry stand. The Hit Check number If the last step on a Troop Stand is marked, is 9. The Union Player rolls an 11. The difference then the Troop Stand is removed from play. in the Hit Check number and that rolled is 2. The When this occurs, all friendly Troop Stands Confederate Player adds 2 to the die roll when in the same column during a Battle, or in making a Discipline Check. the same Map Area, must make a Discipline Check. If they fail, they rout. In all cases, if a Troop Stand fails a Discipline Check, it is routed and is marked as such. 3.3 Discipline Checks Discipline Checks are made at various times 4.0 Game Setup during the game. Game setup proceeds using the following A Discipline check is made by rolling 2 dice, steps. Refer to the scenario book for specifi c summing them together, and comparing the details. modifi ed die roll with the modifi ed Discipline Rating of the Troop Stand. If the modifi ed roll is equal to or less than the modifi ed Discipline 1. Put together the Map of the battlefi eld. Rating, the stand passes the check. 2. Separate and organize all General’s and A stand’s Discipline Rating is modifi ed by Troop Stands by Corps and Division. adding a General’s Heroism Rating to the 3. Players set up their respective forces Discipline Rating of the stand. The General according to the scenario being played. must be in the same Area or Battle Board Column. The owning Player may decide which 4. Set Control Markers on the Map Heroism Rating to use if there is more than one according to the scenario. General present. 5. Set the Victory Point Track with the Example: An Infantry stand with a Discipline rating starting Victory Point levels. of 7 in an Area with a General who has a Heroism 6. Set the Action Point Track so that the Rating of +1 has a modifi ed Discipline Rating of 8. Control Marker shows the Confederate Modifying the die roll used for the Discipline side. It will be placed on the current Action check is done by adding modifi ers to the dice Point level later. total. The modifi ers are: 7. Players build their respective card • Add 1 for each routed Troop Stand in decks, adding Event Cards as necessary. the same Battle Board Column. 8. The game is now ready to play. • Add 1 for each routed Troop Stand in the same Map Area when testing Discipline on the Map. • If the Attacker, add 1 for each Infantry/ dismounted Cavalry Troop Stand in the column between the Troop Stand that is testing and the opposing column’s front Troop Stand. This is a “passage of lines” check. 8 to those stands under the command of the 5.0 Sequence of Play currently Activated General. The Command Level shows where in the army’s Rally Round the Flag is played in Game Turns chain-of-command the General is assigned. that represent about four hours of actual The Organization is the specifi c entity the time. Game turns are divided into Morning, General Commands. The Available Actions are Noon, Afternoon, and Evening of each day those Actions that may be performed by the of the battle. Each Game Turn is divided into given General. alternating Player Turns. The number of Player Turns is strictly dependent on the number of Generals Activated and whether and when Players choose to “pass”. The Confederate Player is the fi rst Player for all Player Turns of Rally Round the Flag®. The Confederate Player activates a General and performs all desired Actions. The Confederate Player may then declare a Battle in the current Area occupied by the active General. The Confederate Player also has the option to “pass” and not activate a General. He must always “pass” if he has no Generals left to activate. The Union Player then activates a General and fi nishes by declaring a Battle, if desired, or “passes”. In the illustration, we see that this Command Once both Players “pass” the Game Turn ends. Card belongs to the commanding General of the First Corps of the Army of Northern During gameplay, Players will see that they can Virginia. This General has the March and Plan activate a General more than once, so they will Command Actions available. need to plan the sequencing of activations to their advantage. The following Command Actions are available, by Command Level: 6.0 Activating Generals • Army – Draw or Plan • Corps – March or Plan Rally Round the Flag® is an Action driven game • Division – Rally or Draw that uses Command cards to change the pace of Actions. 6.1.1 The Army Command Level Players may activate any eligible General on Each side has a single Army Command-level the map. There is no designated order in which card: General Robert E. Lee for the Army Generals are Activated. It is strictly up to the of Norther Virginia, and General George C. Players. Meade for the Army of the Potomac. When an Army-level Command Card is drawn from the Draw Deck while fi lling a hand after activating 6.1 Command Cards a General, it is played face-up in front of Generals exercise battlefi eld control using the Player. On any turn after the Army Card Command Cards. Command Cards are added is drawn, it may be played normally and is to the deck at the start of the turn the General discarded like any other card. can enter the Map. The Actions on a Command Card are described by a term and number, such as Draw 4, which allows the Player to draw 4 cards from the deck. All Actions are limited 9 Note that if the Activated General is Lee or 2. The Confederate Player may play the Battle Meade, and while drawing cards to fi ll the Plan to cancel a Battle after Battle Cards are Player’s hand the Army-level card is drawn for played but before Battle resolution. All stands the very same General, the Command Card in the Battle return to the Map. is still placed in the front of the Player. Lee or Meade may still perform Actions after placing This allows the Confederate Player to commit forces the Command Card. to a holding Action meant to draw down the Union Player’s cards prior to an attack in another Area.

6.2 Command Event Cards 6.2.2 Reserves Arrive Event Cards are added to the Player’s Draw When the Decks through the game. Reserves Arrive Event Cards with a bullet on their card backs Event Card is are played immediately when a player’s hand drawn, it and a is created or when a player’s hand is modifi ed Reserve Battle upon the activation of a new General. They are Card drawn from not immediately played when drawing cards the Reserve Deck during a Battle resolution. are placed in the Discard Pile. These Unless otherwise noted, once Event Cards are will be shuffl ed played, they a placed in the Discard Pile. and added to the Player’s new 6.2.1 Battle Plan Draw Deck once his Draw Deck is The Battle Plan depleted, or at the beginning of the next Game Event Card can Turn. be held by the Confederate Over time the tactical options of each Player Player and increases as the number of Reserve Battle cards played during increase in the Players’ Draw Deck. The Reserve the Confederate Battle Cards are only added into play as forces Player’s turn. arrive on the battlefi eld and as time passes to There are two allow the troops to solidify command control and options available disposition of forces. when the card is The Reserves Arrive Event Card stays in play played: for the entire game. Should the Reserve Deck be depleted, then the Reserves Arrive Card is treated as unusable, but still counts towards a Player’s hand limit. 1. When played, any one General that has yet to be Activated may be immediately Activated. 6.2.3 General Forward The General For example, the Confederate Player activates A.P. Forward Event Hill and performs Actions, declares and resolves Card must be Battles, and so forth, then completes his activation. Immediately after, and before the Union Player played when takes a turn, the Confederate Player plays the drawn. The Battle Plan card. He decides to activate James Union Corps-level Longstreet and Longstreet performs Actions, General closest declares and resolves Battles (including in the to the Cashtown same Battle Areas as Lee), and so forth. Only Pass Area who is when Longstreet is done, can the Union Player not currently in then take his turn. an Area occupied 10 by opposing Troop Stands, and with Troops Stands deployed on the Map, must advance ways: By playing a Command Card or simply by all Generals and Troop Stands under his announcing that a General is Activated. command toward the Cashtown Pass Area. If Corps-level Generals are equidistant in Map 6.3.1 Announce an Activation Areas to the Cashtown Pass Map Area and meet all the conditions stated previously, the A Player may activate any General that has Union Player chooses the General to advance not yet been Activated during the turn simply with his subordinate General’s and Troop by announcing the activation for a specifi c Stands. General. Mark with a dot in the center of the General’s stand that he has been Activated, Subordinate Generals and Troop Stands may then proceed with the activation process only be moved if they are in Areas free of described below. Confederate Troop Stands, otherwise, they remain in place. Parts of the Corps in question may move while others remain in place as a 6.3.2 Play a Command Card result. A Player may activate a General by playing a A General who is located on a March Circle who Command Card. This activates the General otherwise meets all requirements of the Event whose Command is listed on the card. A Card will move to an adjacent Map Area and General that has already been Activated may not another March Circle. be Activated again by playing the Command Card. Select an Action from the card, if desired, For example, if General Winfi eld Hancock is the then proceed with the activation process as closest Union Corps-level General to the Cashtown described below. Map Area when the General Forward Event Card is drawn and he meets the requirements stated for Note that a General may be Activated by the card, his General Stand and all General Stands announcing such, then again by playing a and Troop Stands of the 2nd Corps are moved Command card, but not vice-versa. A General towards that Map Area. who is Activated for the fi rst time during a turn by a Command Card may not activate again This card is permanently removed from play at that turn. the end July 2nd Evening turn. 6.3.3 Set Actions Points Several ill-conceived exercises of Union initiative occurred during the battle. These locally Once a General is Activated, set the Action advantageous moves worked against the security Points Marker on the Action Point Track equal of the Army of the Potomac. Because of this, the to the Leadership rating of the newly Activated Union Player must deal with unwanted aggression General. Remaining Action Points from a from the Union Corps Commanders during the fi rst previous activation are lost. and second day of the battle. 6.3.4 Build the Player’s Hand 6.3 Activate a General Adjust the current Player’s Hand as follows: Players activate a General to act as the center 1. Draw cards from the Draw Deck equal of command and use Action Points to allow to the newly Activated General’s Command Troop Stands under their command to perform Rating. If there are not enough cards Actions. While a General is Activated, his remaining in the Draw Deck, then reshuffl e Command, Leadership, and Heroism Ratings the Discard Pile to recreate the Draw Deck. are used until another General is Activated, If there are still not enough cards to fulfi ll unless otherwise mentioned elsewhere. the draw requirement, then draw what is Activated Generals may declare a Battlefi eld, available. place a Battle Monument, and resolve a battle 2. Discard cards from the Player’s Hand so on a Battle Board. that the number of cards in the player’s Generals may be Activated up to two times hand does not exceed the current each turn, depending on how they are Hand Capacity [See 2.2.7]. A player 11 Activated. A General may be Activated in two may discard more cards than required to meet the hand capacity limit. A Player must draw cards and, in as much If a General with Troop Stands that have not as possible, the maximum number allowed yet deployed moves into a Map Area that is according the General’s Command Rating. attached to a March Circle that is occupied by an opposing General with undeployed Troop Example: General Robert E. Lee is the overall Stands, or into a Map Area occupied by same, Commander of the Confederate Army. The Hand then the opposing Player must deploy those Capacity of the Confederate Army is 11 cards Troop Stands immediately as described in the (General Lee’s Leadership Rating). Assume the previous paragraph. In this case, both Players current Confederate Player hand has 10 cards. General activates. His Command must deploy their Troop Stands, starting with Rating is 3. The Confederate Player must draw the opposing player. Note that opposing Troops 3 cards, which gives him a hand of 13 cards. He Stands may be deployed in the same Area or must then discard cards such that his remaining Areas. hand has no more than 11 cards. A Player may always move a General into a Map Area occupied solely by an opposing General if: his General has undeployed Troop Stands; or 6.4 Move the Activated neither General has undeployed Troop Stands. General If the General that is moving has undeployed Troop Stands, then the opposing General must When a General is Activated, he may move, immediately move to an adjacent friendly- and can only move, prior to spending any occupied Map Area or a totally unoccupied Action Points. Map Area. If he cannot, a wound is marked on that General and he is moved to the nearest The Activated General moves without spending friendly-occupied Map Area. This rule applies to Action Points, doing one, and only one, of the Troop Stand movement under 6.5.2.1 as well. following: Generals moving along Pikes via March Circles • Move up to 2 Map Areas and optionally or attempting to move to a March Circle from deploy Troop Stands under his command an attached Area cannot be placed on a March in the Area where he ends his movement. Circle occupied by a friendly General if both This includes not moving at all or only Generals have Troop Stands that are not yet moving one Area. deployed. Generals may pass through other friendly Generals, otherwise. A General cannot • Move 1 March Circle and optionally stop on a March Circle already occupied by deploy Troop Stands into adjacent Areas. another friendly General. Generals may never The General may also simply deploy Troop be placed on or pass through March Circles Stands in attached Areas without moving. occupied by an opposing General. • Move up to 2 connected, vacant March Circles. 6.4.1 Entry March Circles • Move from a Map Area to an adjacent Control of Entry March Circles is established as March Circle. with March Circles, though Entry March Circles A General moving using one of the four are never in a contested state. Should control options above may not split his move option to of an Entry March circle change, Generals who incorporate other move options. are designated to enter via that Entry March Circle are instead placed in an attached Map If opposing Troop Stands are in any Area Area free of opposing Troop Stands, as are attached to a March Circle entered by Troop Stands under their command (which are the General, the General must deploy all also marked as Routed). If this is not possible, subordinate Troop Stands that are not yet the General enters via an adjacent available placed on the Map in a Map Area attached Entry March Circle, or Map Area as above. to the March Circle, including Map Areas occupied by opposing Troop Stands. These Troop Stands are marked as Activated. 12 6.4.2 Cashtown Pass March Circle General, the more Action Points it costs to activate a Troop Stand. The Cashtown Pass March Circle is a special combination of an Entry March Circle and a Once a Troop Stand is Activated, mark the Map Area. A General that enters the Map may stand with a dot to the right of the name on the be placed on the 5 Victory Point March Circle stand to indicate this, unless otherwise noted attached to the Cashtown Pass Area, unless [See 6.5.1.2 and 6.5.1.4]. opposing an opposing General occupies it. If It is possible for a Troop Stand to be Activated up the March Circle is occupied by an opposing to four times per turn depending on the play of General, then the active General and Troop Command Cards and Activation Points. Stands under his command may be placed in the Cashtown Pass Map Area. The Troop Stands are marked as Activated. 6.5.1 Command Card Actions If opposing forces occupy the Unfi nished The following Actions are those available by Railroad Map Area, and the active General, play of a Command Card: March, Plan, Draw, enters the Map on the Cashtown Pass March and Rally. Circle, his Troop Stands are placed in the Cashtown Pass Area as Activated. 6.5.1.1 Action: March A General’s March Command Card Action 6.4.3 Who Deploys Troop Stands provides Action Points equal to the March number. For each Action Point a General may In the Division Command version of Rally do one of the following: Round the Flag, only Generals with round bases have deployable Troop Stands. Generals on any other base shape do not and cannot deploy other Generals or Troop Stands. • Move to a March Circle from a connected Map Area clear of opposing forces 6.5 Perform Actions • Move from a Map Area free of opposing forces to a March Circle The available Actions are described in • Move along a Pike from a March Circle this section. Actions are divided into three to a connected, empty March Circle. categories: Command Card Actions; Movement Actions; and Area Combat Actions. • Division Generals (those on round bases) may deploy Troop Stands in Map Actions are taken during play by spending Areas connected to the March Circle. Action Points that are acquired by activating a These Troop Stands must be under the General. command of the General in question. All Action Points are spent after the Activated General has moved [See 6.4]. To activate a Example: March 4 provides four Action Points that Troop Stand, 1 Action Point is spent for each may be used to perform Actions listed above. Note Map Area from the Activated General to the that only Generals commanding Corps have the Troop Stand, including the Area the General is March Action. in. The March Action can be applied to subordinated Division Generals (those on For example, a General would pay 1 Action Point to round bases). The same restrictions apply activate a Troop Stand in the same Map Area and pertaining to distance as do to activating Troop 2 Action Points to activate a stand in an adjacent Stands. Map Area. Note that the Action Points allotted due to If the Activated General is in a March Circle, he the March Command are separate from the could activate Troop Stands in any attached Action Points acquired when the General is Area for 1 Action Point each (the March Circle is Activated. not an Area and has no Action Point cost). The further away a Troop Stand is from an Activated 13 All Action Points for March Actions must be A Troop Stand that has been Activated using a used before any other Action is taken. Any Rally Action does not receive a mark as having remaining, unused Action Points are lost. been Activated.

6.5.1.2 Action: Plan 6.5.2 Movement Actions Plan allows the General indicated on the Command card to activate the number of 6.5.2.1 Action: Move Troop Stands indicated. These Troop Stands This section describes the way Troop Stands must be under his command. move on the map. In all cases, troops may move from and into Areas occupied by friendly For example, Plan 4 means a Player may Activate Troop Stands. up to four Troop Stands. It is possible for an Area to be at Area capacity. Troops Stands may be Activated more than This affects movement as described below. once in a Game Turn when performing a Plan Action. Troop Stands that have not already Note that in all cases, Rule 6.4 above applies been Activated are not marked as such when as well to Troop Stands that are moved into performing a Plan Action. Map Areas occupied by opposing Generals. 6.5.1.3 Action: Draw Infantry and Cavalry Troop Stands may enter Map Areas occupied solely by routed Troop Draw allows the Player to draw the number Stands. In such a case, each opposing routed of cards indicated from the Draw Deck. This Troop Stand takes a hit and is retreated by the process is different than that performed opposing player to a friendly-occupied Map when activating a General. When the Draw Area or a Map Area otherwise free of opposing Action is taken, if the number of cards in the forces. Player’s hand exceeds the current hand limit, cards must be discarded to meet the current Routed Troop Stands caught in such a state were hand limit. Any card may be discarded in the rounded up in droves as prisoners. process: those that were in the Player’s hand prior to the play of the Draw card, new cards, 6.5.2.1.1 Infantry and Dismounted or a combination of both. Cavalry 6.5.1.4 Action: Rally Normally, an Activated Infantry/dismounted Cavalry Troop Stand may move from any Map The Rally Action indicates the number of Area to an adjacent Map Area, including an Action Points that may be used to Rally or adjacent Area occupied by opposing Troop Activate Troop Stands under that General’s Stands. command. An Activated Infantry Troop Stand in an Area For example, Rally 4 means a Player may Rally or occupied by opposing Troop Stands can move Activate up to four Troop Stands. to a new Area by changing its status to Routed. No move between 2 Map Areas can be made if For each Action Point indicated by the play both contain opposing Troop Stands. of the Rally Action there are two options available: attempt remove the routed status Note that dismounted Cavalry stands, and of a Troop Stand or activate a previously their horse-holders, always move as a single Activated Troop Stand. To Rally a stand, the Troop Stand. Troop Stand must pass a Discipline Check using the highest Heroism Rating from A 6.5.2.1.2 Mounted Cavalry General in the chain of command located An Activated dismounted Cavalry stand may in the same Area or occupying an attached change to its mounted Troop Stand and move March Circle. A routed Troop Stand that fails to a new Map Area. When the dismounted to Rally must immediately move to a Map Cavalry converts to a mounted Cavalry Troop Area not occupied by opposing forces. Stand, its Horse-holder stand is removed from 14 the map and set aside. An Activated mounted Cavalry Troop Stand may 6.5.2.1.5 Movement Restrictions for move up to 2 Map Areas, normally. Mounted Routed Troop Stands Cavalry may move through a Map Area occupied by routed opposing Troop Stands. Routed Troop Stands may move normally when Mounted Cavalry must stop upon entering an Activated but may never voluntarily move into Area occupied by non-routed opposing Troop a Map Area occupied by non-routed opposing Stands. Troop Stands or opposing Generals with Troop Stands that have yet to be deployed. 6.5.2.1.3 Artillery Routed Troop Stands may be moved into Map An Activated Artillery stand may move from any Areas occupied by opposing routed Troop Map Area to an adjacent Map Area if neither Stands and/or Generals that have deployed all Area contains an opponent’s Troop Stand. No of their subordinate Troop Stands. move between two Map Areas can be made if both contain an opponent’s Troop Stands. 6.5.3 Area Combat Actions Artillery may only move into an Area occupied by opposing Troop Stands only if accompanied 6.5.3.1 Action: Cavalry Charge by a friendly non-Artillery Troop Stand of the same Command color. Thus, it takes 2 Action During the Battle of Gettysburg, mounted Points to move Artillery in this manner: 1 for Cavalry operated on the periphery of the main the Artillery, and 1 for the accompanying non- Action. Even though dismounted Cavalry fought Artillery Troop Stand. to great effect during the battle, mounted tactics were always a possible course of Action. Note that the Union Reserve Artillery (‘R’) may move with any Union non-Artillery Troop Stand. Cavalry may perform a Cavalry Charge Action when Activated. This Action only occurs in an 6.5.2.1.4 Movement into Areas at Area occupied by both the charging Cavalry Capacity Troop Stand and its potential target at the beginning of the activation. When a Map Area is fi lled with Troop and General stands, no additional friendly Troop 6.5.3.1.1 Cavalry Charge Priority Stands may move into that Area until room is made. Generals can only move into fi lled Areas Mounted Cavalry may attempt a charge against by stacking with other friendly Generals already an opposing Troop Stand that is in the same in the Area. Area as the Cavalry stand. The Charge must follow this target priority and no other charges For example, in the scenario Turning are allowed: the Flanks is at capacity with Union stands at the • Opposing Cavalry - The Activated beginning of the game. All Generals in that Area are stacked. The only stands that may enter the charging Cavalry Troop Stand must charge Area are Generals, as they can add to the existing an opposing mounted Cavalry Troop Stand, stack. Troop Stands will need to wait until one or if present. more occupying Troop Stands is removed from the • Unsupported Artillery - The charging Area. Cavalry Troop Stand must charge opposing Troop and General stands may move into Artillery that is not supported by Infantry. a Map Area that is already at capacity, or • Routing Infantry - The charging Cavalry becomes over capacity, if the intention is to Troop Stand must charge opposing routed declare and resolve a Battle at the end of the Infantry. current Activation. In this case, the Confederate Player is prohibited from playing a Battle Plan • Infantry/Dismounted Cavalry or Event Card to cancel the Battle. supported Artillery – The charging Cavalry Troop Stand must charge Infantry or In the previous example, since the Cemetery Hill Supported Artillery. Area is at capacity, Confederate Troop Stands and Generals may only be placed in Cemetery Hill if a Battle is resolved there. 15 6.5.3.1.2 Pre-Charge Discipline Check 4. Cavalry versus Infantry/Dismounted Cavalry or Supported Artillery The Charging Cavalry must pass a Discipline Check adding a +1 Die Roll modifi er for The charging Cavalry make a Discipline Check. each opposing Infantry/dismounted Cavalry The Discipline Check roll is modifi ed by -1 for stand in the Area that is not routed. If the each unrouted friendly Infantry/Dismounted Discipline Check is passed, the Cavalry Charge Cavalry Troop Stand and +1 for each routed is resolved. If the Discipline Check fails, the friendly, and each unrouted opposing, charging Cavalry Troop Stand is immediately Infantry/Dismounted Cavalry Troop Stand in moved to an adjacent Area, owning Player’s the Map Area. If the charging Cavalry Troop choice. Stand passes the Discipline Check, a Melee is fought per the Battle process [See 7.6.10 6.5.3.1.3 Cavalry Charge Resolution Conduct Melee]. If the Charging Cavalry fails the Discipline Check, it takes a Troop Strength Cavalry Charge Resolution is an abbreviated Step Loss and routs to an adjacent Map Area, type of Battle performed as a result of a owning Player’s choice [See 2.1.3.1 Area successful Pre-Charge Discipline Check. Each Capacity]. charge is resolved immediately as follows, based on the target: 6.5.3.2 Action: Fire 1. Cavalry vs Cavalry An Infantry, Dismounted Cavalry, and Artillery Opposing Cavalry will Counter Charge and a Troop Stand may make a Fire Action against Melee is fought per the Battle process [See any opposing Troop Stand located in the same 7.6.10 Conduct Melee]. It is conducted using Map Area or Battle Board Column. only the two opposing Cavalry stands. The loser To pass a Fire Check, the fi ring Troop Stand’s routs and moves to a different Area, owning Fire Rating is used rather than the To-Hit Player’s choice. If the loser is doubled, it is Number. Two dice are rolled and modifi ed by destroyed. The winning Cavalry stand remains the any friendly General’s Heroism Rating that in the Area. is in the same Area or Battle Board Column. If 2. Cavalry vs Unsupported Artillery the modifi ed roll equals or exceeds the To-Hit Number, a hit is achieved. A Troop Stand that is Unsupported Artillery fi res at the charging hit marks a Troop Loss and makes a Discipline opposing Cavalry, resolves the shot, and then Check which, if failed, causes the Troop Stand conducts Melee [See 7.6.10 Conduct Melee]. to rout. If the Cavalry loses it routs and the Artillery remains in the Area. If the Cavalry wins, the When an Artillery Troop Stand is hit by Fire it guns are destroyed. makes a Discipline check. If the Artillery Troop Stand is “supported” by having at least one 3. Cavalry versus Routed Infantry/ unrouted friendly Infantry/Dismounted Cavalry Dismounted Cavalry Troop Stand in the same Area and fails the check, it routs. Otherwise, there is no result. If Routed Infantry/dismounted Cavalry make the Artillery Troop Stand is not supported, then a Discipline Check. The Discipline Check roll if it fails the Discipline Check it is destroyed, is modifi ed by -1 for each unrouted friendly otherwise it routs. Infantry/Dismounted Cavalry Troop Stand and +1 for each routed friendly Infantry/ When Cavalry is hit, it may mark a Step Loss Dismounted Cavalry Troop Stand in the Map on the dismounted Cavalry Troop Stand Area. If the target routed Infantry/dismounted or its mounted Cavalry Troop Stand, or its Cavalry Troop Stand passes the Discipline Horse-holder, regardless of whether the Check, it rallies and the Charging Cavalry routs mounted Troop Stand is off the map while the to an adjacent Map Area, owning Player’s dismounted and horse-holder Troop Stand are choice [See 2.1.3.1 Area Capacity]. If the on the map or vice-versa. routed Infantry/dismounted Cavalry stand fails the Discipline Check, the routed If a horse-holder stand is destroyed it is Infantry/dismounted Infantry stand is permanently removed from play. Its dismounted 16 destroyed. Cavalry stand may not mount and move in the same Move Action for the rest of the game. If the mounted Troop Stand is destroyed, it is Player’s chance to take a turn as long as his permanently removed from play. If the mounted opponent takes an Action. If both Player’s pass Troop Stand was on the Map, it is replaced by consecutively then the current turn is over. its dismounted Troop Stand. The dismounted Cavalry Troop Stand may not mount at all for the rest of the game. 7.0 Battles If the dismounted Cavalry Troop Stand is destroyed, it is permanently removed from play. Area combat Actions take place on the Map If the dismounted Troop Stand was on the Map, and represent long range rifl e, Artillery fi re, and it is replaced by its mounted Troop Stand. The isolated skirmishes. Cavalry Troop Stand can no longer dismount for In order to take and hold ground held by the rest of the game. opposing forces, Players must commit to 6.5.3.2.1 Bombardment Battles during the game. Battles represent close range rifl e and Artillery fi re as well as Bombardment is a type of Fire Action melees involving sword and bayonet. This performed by an Activated Artillery Troop Stand section describes how to conduct Battles. located in an Area free of opposing stands. An Battles in a Map Area occur on a Battle Board Artillery Troop Stand may perform a Fire Action that is chosen based on the Map Area in which at any opposing stand up to two Areas away. the battle occurs. In all cases, the Player whose The target’s Map Area must share a Map Edge General is active is considered the Attacker, with that of the fi ring Artillery Troop Stand or and the non-active Player is considered the the Areas occupied by both the target and the Defender. fi ring stands must share a Map Edge with an intervening Area. A Bombardment may always take place into an 7.1 Battle Monument adjacent Area. A Bombardment may take place two Areas away if the intervening Area has an The Battle Monument is Area Battle Board Number of 0. used to mark the Area where a Battle is to be For example, an Artillery Troop Stand may Fire resolved on a Battle from to Cemetery Hill across Board. A Battle Monument Copse of Trees as Copse of Trees shares a map is placed by the current edge with both the target and fi ring Areas and Player to resolve a Battle has an Area Battle Board Number of 0. in the Area occupied by the The Fire Rating of the fi ring Artillery stand is currently active General. increased by the target stand’s Area Battle Once a Battle Monument is Board Number. In addition, the Fire Rating is placed, a Battle is resolved increased by 1 for each Area passed through immediately in the given beyond the fi ring Artillery’s Area. Area. Firing against an Artillery stand that is alone in Note that it may serve the Player to move as an Area reduces the fi ring Artillery’s Fire Rating many Troop Stands into an Area as possible by 2. before placing a Battle Monument. A bombardment roll is also modifi ed by a General’s Heroism Rating. 7.2 Battle Boards

6.6 Pass Each Map Area has a Battle Board Number assigned to it that abstracts the effects of The Player may choose not to play a card the terrain on battle resolution. The Battle or activate a General and declare a “pass” Location Reference Key shows the Battle instead. Declaring a “pass” does not end a Board associated with each Area. Once a 17 Player determines which Battle Board to use, both sides will set up the troops from the 7.3 Battle Cards Map Area to the Battle Board. The Battle will be fought and at its conclusion, surviving Generals Battle Cards are used to modify combat and Troops will be returned to the Map. resolution in each column of the Battle Board. Battle Boards are composed of three parts: Battle Board Number, one or more Battle Board Columns, and the Formation for each of those columns. The Battle Boards come in different confi gurations:

Each Battle Card has a Formation that describes the Battle Board Column’s set up and tactics. When used as such, it is referred to as a Formation Card. Each column set up on a Battle Board may use a Formation Card. If a Formation Card is not played, then the column is considered “unformed”.

The Attack Modifi er, the red number on the upper left of the Battle Card, is used when attacking and is added to the Attack Strength.

The Defense Modifi er, the blue number on • Battle Board 0 represents open terrain. the upper right of the Battle Card, is used It has three Battle Board Columns. A when defending and is added to the Defense Formation Card can be played in each Strength. column. The Conditional Modifi er is used to add • Battle Board 1 represents wooded, bonuses to the Attack or Defense Strength, rolling terrain. It has three Battle Board depending on what side plays it. Some Columns. The two left-most columns in Conditional Modifi ers refer to the type of Battle respect to each Player share a single Dice that may be used. Formation Card. The right-most column can use its own Formation Card. • Battle Board 2 represents rough, hilly terrain. It has two Battle Board Columns. A Formation Card can be played in each column. • Battle Board 3 represents the town of Gettysburg. It consists of one column. No Formation Card is played on this board.

18 7.4 Battle Dice However, the Select could be saved for a Discipline check during the Battle. In that case, the Union When resolving Battles on the Battle Board, in Player would likely choose the 2 and the 1 for a total of 3. addition to the convention used in Action Dice, two more dice conventions come into play: Select Dice and Reroll Dice. 7.4.2 Reroll Dice Rerolls are very powerful Battle Card options. 7.4.1 Select Dice A Reroll 3 allows the Player that played the Battle Card to gain 3 Reroll Points. Track Reroll Select Dice can be acquired in two ways: due to Points by placing an unused die on the Reroll the inability to place Troop Stands on the same card with an appropriate number of pips equal Battle Board Column occupied by opposing to the Reroll number showing. Reduce the Troop Stands when setting up forces on the number shown for each Reroll Point spent. One Battle Board; or by playing a Select Battle Card. Reroll Point is spent to reroll either a Player’s die or an opponent’s die. Select Dice that are used against a Player are red, and used in favor of a Player, black. Reroll Points can be used on Select rolls. The Reroll is taken before the Player affected by the A Player who cannot place Troop Stands in a Select die roll determines which dice to accept. Battle Board Column occupied by opposing Troop Stands receives one red Select Die for So long as a Player has a Reroll Point, any each occurrence. This Select Die is used for relevant die roll may be forced to reroll. resolving all Battle Board Columns for Fire, Melee, and Discipline Checks. Players must Once a “Reroll” Battle Card is discarded, all the keep track of a red Select Die used for this remaining re-roll points are lost. purpose.

A Player who plays a Select Battle Card can choose to play it against his opponent by giving 7.5 Battle Event Cards him a red die, or for himself, by taking a black die. A Select 3 means the affected Player rolls 3 dice, one of which is the Select Die. Select 7.5.1 Heroic Charge Dice added to the play of the Select Battle Card apply to Melee and following Discipline Checks The Heroic Charge only as all Fire actions have already taken Event Card can place. be held by a Player and played When the dice are rolled that include a Select during the Play die, only two dice are selected out of the total Battle Cards number rolled and the others are ignored. If step resolving a a Player must roll red Select Dice, then his Battle. When the opponent chooses which two dice to keep. If Heroic Charge is a Player must roll black Select Dice, he gets played, the Player to choose for himself what two dice to keep. immediately plays Modifi ers are then applied to the resulting dice two Battle Cards total. and passes. This prevents the Different color Select Dice can be played on opponent from a single dice roll. In this case each red/black playing any Battle Cards, just like a conditional pair cancels out and each die is not considered Tactic modifi er. Due to the sequencing of during the die roll. played Battle Cards, only one side may play a Heroic Charge event per Battle Board For example, The Union Player plays a Select 3 column. Once played the Heroic Charge during a Battle, so three dice, one of which is black, Event Card is discarded. are rolled with the results of a 2, 4 and 1. The 19 Union Player Selects the 2 and 4 for a total of 6. For example, the Union Player advances 3rd Cavalry Troop Stands are lined up one behind Division into the Round Top Area to clear it the other. Troop Stands that are set up one of Hood’s Division. The weaker Union force seems behind the other are in “ranks”, with the doomed to defeat. However, the Union Player plays leading Troop Stand as the fi rst rank. his Heroic Charge Event Card allowing him to play 2 Battle Cards and Pass, potentially changing the Artillery Troop Stands and Generals may never battle to his advantage. be set up in a Battle Board Column without at least one friendly Infantry/Dismounted Cavalry Stand being present. 7.6 Resolving a Battle General Stands may be added to columns as Follow this procedure to resolve battles: desired to be used for their Heroism Ratings. Generals and Artillery Troop Stands are not 1. Defender sets up in Battle Board set up with the other Troop Stands in ranks. Columns Artillery and Generals are simply placed within the boundaries of the Battle Board Column. 2. Attacker sets up in Battle Board Columns Horse-holders and mounted Cavalry are not included in Battle Board Columns but may still 3. Attacker determines which column to be used to absorb hits from Fire combat and resolve fi rst melee. The Troop Stands are left in the Map Area where the Battle is taking place. 4. Play formation cards 7.6.2 Attacker Sets Up in 5. Conduct Artillery fi re Defender Occupied Battle Board 6. Defender fi res with Infantry/dismounted Columns Cavalry The Attacker sets up from 1 to 5 Troop Stands 7. Attacker fi res with Infantry/dismounted of Infantry/Dismounted Cavalry, and 1 Troop Cavalry Stand of Artillery in each column on the Battle Board occupied by opposing forces. Infantry 8. Play Battle Cards and Dismounted Cavalry Troop Stands are lined up one behind the other. Troop Stands that are 9. Attacker passes ranks set up one behind the other are in “ranks”, with the leading Troop Stand as the fi rst rank. 10. Conduct melee Artillery Troop Stands and Generals may never 11. Resolve new column, starting with Step be set up in a Battle Board Column without at 3. If all columns have been resolved, least one friendly Infantry/Dismounted Cavalry then Stand being present.

12. Perform end-of-battle clean-up. General Stands may be added to columns as desired to be used for their Heroism Ratings. These steps are explained in more detail Generals and Artillery Troop Stands are not following. set up with the other Troop Stands in ranks. Artillery and Generals are simply placed within 7.6.1 Defender Sets Up Troops in the boundaries of the Battle Board Column. Battle Board Columns Horse-holders and mounted Cavalry are not The Defender sets up 1 or 2 Troop Stands included in Battle Board Columns but may still of Infantry/Dismounted Cavalry and 1 Troop be used to absorb hits from Fire combat and Stand of Artillery in one or more columns of the melee. The Troop Stands are left in the Map Battle Board. Any remaining Troop Stands are Area where the Battle is taking place. 20 kept off the Battle Board and serve as possible reinforcements. Infantry and Dismounted Once this is done, the Attacker may place modifi er at the front stand of the opposing additional Generals and Troop Stands in column. Test Discipline for stands that have columns not occupied by the Defender’s suffered hits. If a stand routs, all stands in the troops. column must also test Discipline. Note that not setting up stands in a column 7.6.6 Defender Fires Infantry/ occupied or potentially occupied by opposing Troop Stands invites the use of a Select die by the Dismounted Cavalry opposing Player. The defender Fires with the front two stands If the either Player cannot place Troop Stands at the Attacker’s column, one at a time. If in Battle Board Columns occupied by opposing the attacker’s front stand routs, then any Troop Strands, that Player must take 1 red remaining Fire is made against the next stand Select Die for each occurrence. in the Attacker’s column. Use the Fire rules to resolve the Defender’s fi re. Make a Discipline 7.6.3 Attacker Chooses the check for the target Troop stands that have suffered hits. If the hit stand routs, all stands in Column to Resolve the column must also make a Discipline Check. Each Battle Board Column is resolved one 7.6.7 Attacker Fires Infantry/ at a time. After the Attacker chooses the column to resolve, the Defender may place any Dismounted Cavalry reinforcements in the chosen column equal to the defending stands that are already in the The attacker fi res with the front stand at column. Only 1 additional stand of Artillery may the defender’s column. Use the Fire rules to be added, however. resolve the Attacker’s fi re. Make a Discipline check for the target Troop Stand if it suffers 7.6.4 Play a Formation Card a hit. If the hit stand routs, all stands in the column must also make a Discipline Check. Both Players must place a face down Battle card in the column being resolved. Once cards 7.6.8 Play Battle and Event Cards are placed, reveal the cards played. Slide the card under the Battle Board so that only After Fire is completed, the Attacker may play a the formation shows below the box that says Battle Card, Heroic Charge Event Card, or pass. “Formation”. If the Attacker plays a card, then the Defender can play a card or pass. So long as each Player If a Player cannot play a Formation card, the plays a card (apart from a Tactic Battle Card or Troop Stands in the column are treated as Heroic Charge Event Card), the option to play unformed. In the case of unformed columns, a card or pass continues. Once either Player all Battle Cards played by the opposing Player passes, Battle Card play ends. that have Conditional Modifi ers at the top of the Battle Card are automatically true. 7.6.8.1 Tactic vs. XX Condition Battle Card For example, +3 vs Line will succeed if the opposing column is in Line or if the opposing When a Battle Card with the “Tactic vs …” column is unformed. is played and the condition is true, then no other cards are played and column resolution Note that Players must be cognizant of what proceeds to the next Step. cards get played for formations and battle cards as they will deplete quickly, especially if For example, the Confederate Player plays a Tactic the Battle is a large one over several columns. vs Skirmish Battle Card and the Union column formation is Skirmish. All card play immediately 7.6.5 Both Players Fire Artillery ceases and play moves to the next step in resolving the Battle. Both Players may Fire [See 6.5.3.2] Artillery in the Battle Board column with a +2 die roll 21 7.6.9 Attacker Must Pass Ranks 6. Both Players roll two dice and add the sum to the strength totals from Steps 1 To simulate the real-world possibility that the through 5. Select and Re-rolls may be Attacker’s forces may become disorganized used to alter the dice roll. as it approaches the enemy the Attacker must “pass ranks”. For each rank past the fi rst, a 7. The Attacker’s Melee strength is Discipline Check is made with a +1 die roll compared with the Defender’s Melee modifi er for each rank in front of the testing strength. The side with the lower total Troop Stand and +1 for each routed friendly loses the Melee. Troop Stand in the column. If the test fails, the stand holds in place and does not attack. 7.6.10.1 Melee Results Place the holding stand with the routers in the column but facing the opposing Player’s The loser takes a Troop Strength Step Loss on column. If the attacker is counter-attacked, the front Troop Stand in the column. The front these holding stands may be used in the Troop Stand of the loser’s column must make defense. a Discipline Check modifi ed by the amount of the difference that the winner won the Melee in order to stand. If the Discipline Check fails, the 7.6.10 Conduct Melee stand will rout.

Melee is a test of strength. Both Attacker and For example, if the winner defeats the loser by 2 in Defender will determine their respective Melee Melee Strength, then 2 is added to the dice roll for Strengths to determine a winner of a melee the loser’s Discipline Check. round. Depending on results, there may be more than one round of melee. Rounds of If the difference of the winner’s Melee Strength melee continue to be resolved until one side is is double the loser’s largest Troop Strength removed completely from the Battle Board or stand in the entire column (not just the front all of one side’s stands remaining on the Battle stand), then the loser takes 2 Troop Strength Board are routed Step Losses on the front Troop Stand and the entire column routs automatically. The procedure for conducting melee is: For example, if the loser has a 2 Troop Strength 1. The base Melee strength is the sum of stand in the front of the column and a 4 Troops the all unmarked Troop Strength circles Strength stand further back in the column, the in the column. 4 Troop Strength stand is used to test for the “doubling” test. The results are still applied to the 2. The Attacker adds the red Battle card front stand, which in this case would eliminate it. modifi ers to the Attacker’s strength from cards he has played. If the Attacker or Defender loses the Melee and no longer has unrouted Infantry/dismounted 3. The Defender adds the blue Battle card Cavalry stands in the column, the column’s modifi ers to the Defender’s strength Battle is resolved. from cards he has played. 7.6.10.2 Melee Reaction 4. Any conditional strength adjustment on Battle Cards is used if the condition If both sides have unrouted Infantry/ is true, such as “+3 vs Line” is added dismounted Cavalry stands left in the column, if the opponent’s column has played a new Melee round occurs. The winner of the a Line formation card or played no Melee is now the Attacker and counts the red Formation Card at all. Battle Card modifi ers from the cards he has already played. The loser is the Defender and 5. Optionally, add any modifi er for one counts the blue Battle Card modifi ers from the friendly General present in the column cards he has already played. The Melee then continues using the currently played Battle Cards counting only the Red or Blue Strength 22 Adjustments. Conditional modifi ers are not counted in subsequent Melee rounds. This process repeats until one side or the other 7.8 Generals Killed or no longer has unrouted Troop Stands in the Wounded column. If a General is in a Battle Board column and all 7.6.11 Resolve New Column friendly Troop Stands are routed or destroyed the owning Player rolls 2 dice to check for being If a Battle Board Column has not yet been killed or wounded. If the sum of the roll equals resolved, go back to step 3. Otherwise, place the General’s Command Rating, the General is all routed Troop Stands in Map Areas adjacent “killed”, and the owning Player’s opponent is to the Map Area where the Battle occurred awarded 1 Victory Point. If the roll equals the that are occupied by friendly Troop or General Leadership Rating of the General, the General stands or are other free of opposing, unrouted is “wounded”. Mark off one Gravestone from Troop Stands. If this cannot be done, then the General’s stand in either case. If there are the routed Troop Stands are destroyed and no unmarked Gravestones left, then the Victory removed from play. Point is still awarded if the result is a “kill”. The initial Defender removes routed Troop Command Changes Stands from the Battle Map Area fi rst, followed by the initial Attacker. The Command Changes Event Once all columns have been resolved, if both Card comes sides have unbroken columns after all routers into play when are removed, then the remaining stands are General Reynolds, returned to the Map Area marked by the Battle Union 1st Corps, Monument, and play continues. General Stand suffers a kill result 7.6.12 Perform End of Battle for the fi rst time. Cleanup Until such time, the Command Place all unrouted Troop and General stands Changes Event into the Map Area where the Battle Monument Card is ignored if is located. These should come from Battle drawn. Board Columns where only one side has remaining unrouted stands. In the event of General Reynolds being killed, the Command Changes Event Card must Routed Troop Stands must make mandatory be played when drawn. When it is played, a retreat moves to friendly Map Areas or are different Union General takes command of considered captured and removed from play. the Army of the Potomac. During the Evening turn (or Night turn, if drawn) of July 1st, the Command Changes Event Card is ignored and 7.7 Routs from Battle removed from play when drawn. Maj. Gen. John F. Reynolds was a highly reliable All routed Infantry/dismounted Cavalry in the ranking General on the fi eld of battle on July 1st. When he was killed it suddenly led to confusion column are placed at the rear of the Battle as to who was in command of the on Board (closest to the owning Player), facing the fi eld. Due to the unwieldy command structure, away from opposing Troop Stands. Artillery that and the confusion caused by Reynolds death and has no unrouted Infantry/dismounted Cavalry Meade’s absence, command changed 7 times must make a Discipline Check. If the Artillery before July 2nd. fails, it is destroyed. Otherwise, it routs. General Meade arrived on the battlefi eld during the early morning hours of July 2nd (the Command Changes card is not used during July 2nd and 3rd - discard it from play.) 23 8.0 End of Turn 9.0 Battle Example Once all Generals have been Activated as desired, and all Battles have been resolved, of Play the current Game Turn ends and preparation for the next Game Turn begins. The process is as follows: In the following example of play, Players are encouraged to set up their Generals and Troop 1. Check Victory Conditions. Stands and follow along. 2. Each Player removes Event Cards that are not used in the next Game Turn. 9.1 Battle Playthrough These are set aside.

3. Each Player rebuilds their Draw Decks This playthrough assumes a Battle is declared per scenario instructions by adding by the Confederates. Confederate forces new cards to his Discard Pile, shuffl ing include A.P. Hill, 3rd Corps; Heth’s Division, the Discard Pile, and adding it to the 3rd Corps, and Lindsay Walker’s Artillery, 3rd bottom of the current Draw Deck. Corps. This totals 7 Battle Cards.

4. Advance the turn marker. Union forces include the entire 1st Corps for a total of 7 Battle cards. 5. Begin the next Game Turn. Command Cards are not used in Battle resolutions. This process takes place at the end of each In this example, there are no Event cards in play, turn until the end of the last turn in the either. scenario, at which time only Victory Conditions The Confederate Player is the Attacker and the are assessed. Union Player is the Defender.

24 Battle Board Setup Setup lower needed, and a 7 is rolled but 3 is added to the die roll, failing the check. The Paper [Step 1] The Union Player has decided to set Collars rout and are placed facing the rear at his forces with the 1st Division to the Left, the the back of the Battle Board column. Each rank 2nd Division in the Center, and the 3rd Division behind the one that routs now needs to make on the right fl ank. He has placed his 1st Corps a Discipline Check. The 1st Brigade needs a artillery in the center and Reynolds to support 9 + 1 = 10 or less to pass. A 7 is rolled, so it the right. After setting up his forces, the Union passes. The 3rd Brigade also needs a 9 + 1 = Player has the Paper Collar Brigade left over, so 10 or less to pass, rolls a 5 and passes. he decides to use this as reinforcements later. [Step 6] The Union Player now fi res at the [Step 2] The Confederate Player then Confederate front rank, Heth’s 3rd Brigade, spreads out Heth’s Division into all three using the fi rst two ranks of his Infantry, the columns to avoid any fl anking penalties. On 1st Brigade followed by the 3rd Brigade. The the Confederate right are the 4th Brigade, 1st Brigade needs a 6 or higher, adding 1 to Pegram’s Artillery, and Lindsay Walker. In the the die roll for Reynolds. The roll is a 6 + 1 = center are the 1st Brigade, McIntosh’s Artillery, 7, a hit. Heth’s 3rd Brigade marks the hit and and Henry Heath. On the left are the 2nd and makes a Discipline Check. He needs a 10 + 1 3rd , Heth’s Division Artillery, and A.P. = 10 or lower to pass. An 11 is rolled, and the Hill. 3rd Brigade fails and routs. Heth’s 2nd Brigade must make a Discipline Checks as a result, [Step 3] The Confederate Player decides he needing a 10 + 1 = 11 or less to pass. A 10 is will attack the column on the Union’s far right rolled, 1 is added for the routed 3rd Brigade for fi rst. The Union Player places the Paper Collar a total of 11, and it passes. Brigade as reinforcements in that column. The Battle is now set. Now, the Union’s 2nd rank, the Bucktails, fi res. It needs an 8 + 1 = 9 or greater to hit Heth’s The Battle 2nd Brigade. A 6 is rolled for a miss. [Step 7] The Confederate 2nd Brigade fi res at [Step 4] The Union Player plays the the Union 1st Brigade. It needs an 8 or higher Battle Card, using the Line formation as the to pass. A 7 is rolled +1 for A.P. Hill, so a hit is formation for the column being resolved. The scored. The Union 1st Brigade needs a 9 + 1 = Confederate Player plays the 2nd Brigade 10 or lower to pass the Discipline Check, rolls Battle Card, using its Line formation for the a 12 + 1 for the routed Paper Collars, fails, and column being resolved. routs. Note that the Confederate Player needed some thought in choosing the Formation to play, as his The Bucktails now must make a Discipline choice affected two columns, not just one. The Check. There are two routed Troop Stands Union Player will have this same issue when the now in the column. A roll of 9 + 1 = 10 or less next column is resolved. is needed. A 7 is rolled, add 2 for the routed stands, for a total of 9. The Bucktails pass. [Step 5] Both Players fi re artillery, if they have Whew! any. Only the Confederates have artillery in the Battle Board column in question. He opens fi re Card Play on the front Union Troop Stand, needing a 7 or higher to hit. This die roll will be modifi ed by a We now step through card play, Step 8, with a +1 for A.P. Hill being in the same column. The running total of the bonuses each Player will roll is 9 + 1 = 10. A hit is scored and marked on gain, Step 9. the Paper Collar Brigade as it is the front stand. The Paper Collar Brigade makes a Discipline Again, Players will need to pay attention to the Check with a +1 due to Reynolds being in the number of cards played, as there are still two Battle same column. However, since the roll from the Board columns to go. artillery fi re was 3 over the score needed to hit 3 will be added to the die roll. The score need 25 to pass the Discipline Checks is 7 + 1 = 8 or [Step 8 and Step 9] The Confederate Player The Confederates rolls a 2, 3, and 4. The Union plays the Heth 4th Brigade Battle Card. A 2 Player decides that only the 2 and 3 will be Attack bonus will be added to his melee total, used for a total of 5. This, plus the 3 Attack but the condition on the top of the card is not bonus gives the Confederate Player a total of 8. met, so no bonus there. Confederate: 2, Union: 0. The Union Player rolls a 1, 2, and 4. The Confederate Player decides that the 1 and the The Union Player plays the 1st Division, 2nd 2 will count, for a total of 3. This plus the 6 Brigade Battle Card, with a 2 Defense bonus Defense bonus of gives the Union Player a total and a +2 vs. Line. Confederate: 2, Union: 4. of 9. The Confederate Player losses.

The Confederate Player plays the Pegram’s Now melee results are applied to the losing Artillery Card for a +1 Attack bonus and a Confederates. Heth’s 2nd Brigade takes Select 3 to be applied against the Union a Troop Strength loss. It must then pass a Players dice roll. Confederate: 3, Union 4. Discipline Check: 10 + 1 (for A. P. Hill) – 1 (for the difference in the Union vs. Confederate The Union Player plays the 2nd Division, 1st Melee Strengths) = 10 or less needed. The dice Brigade card for a 2 Defense bonus and a roll is modifi ed by +1 for a routed unit. A 10 is Select 3 to use against the Confederate Player rolled and the 2nd Brigade fails and routs with dice roll. Confederates: 3, Union 6. an 11.

The Confederate Player passes. Card play ends. Since the Confederates no longer have unrouted Infantry or Dismounted Cavalry left in Melee the column, Heth’s Division Artillery must make a Discipline Check [See 7.7], needing 11 + 1 Because both Players have been played a (for A.P. Hill) = 12. The roll is an 11 +2 (for the Select 3 by their opponent, each Player will roll two routed Troop stands) for a total of 13. The three dice. Artillery stand is destroyed.

26 Battle Board Resolution 1 Finally, since all Confederate Troop stands are = 2 to pass the Discipline Check, rolls a 3, and either routed or destroyed in the column, we routs. need to see if A.P. Hill becomes a casualty. Two dice are rolled. A result of 3 is a kill and a result The Union 2nd Brigade has no target to of a 6 is a wound, according to the Command fi re at, so no Fire is resolved. However, the and Leadership Ratings of A.P. Hill’s General Confederate Artillery (Pegram’s) is left and, stand. A 3 is rolled, so one Gravestone on A. P. because there are no Confederate Infantry left Hill’s base is marked off and 1 Victory Point is to continue resolving the Battle for this column, awarded to the Union Player. the process moves straight to rule 7.7 Routs from Battle. Pegram’s Artillery is rolled for. Its This resolves the Battle for this Battle Board Discipline rating is 11 + 1 (for Walker) = 12 column. See the results on Battle Board or less needed to pass a Discipline Check. A Resolution 1. On to the next column! 1 will be added to the die roll do to the routed 4th Brigade. The roll is a 9 + 1 = 10, and a The Second Column success, but the Artillery still routs (and at least is not destroyed). The resolution of the fi rst Battle Board column was clearly a disaster for the Confederates. The Because there are no unrouted Confederate Confederate Player desperately hopes things will Infantry/Dismounted Cavalry Troop stands in improve going forward. the Battle Board Column, Confederate Lindsay Walker’s fate is now decided. Two dice are Note that the Battle Cards played resolving the fi rst rolled, and the result is a 10, so Walker is column are discarded, except for the Formation unscathed. card for the Confederates as it still applies to the middle column. This Battle Column is resolved. The results are shown in Battle Board Resolution 2. On to the Play proceeds starting at Step 3. remaining column! [Step 3] The Confederate Player decides he will resolve the Battle in on the Union left column. There are no reinforcements remaining for the Union Player to place, so this step is completed.

The Battle

[Step 4] The Union Player decides to play the Bucktail Brigade Battle card, Skirmish, as the Formation card. The Confederate Player decided to play the 1st Brigade Battle Card, Skirmish, as the Formation card.

[Step 5] The Confederate Player fi res his artillery at the fi rst Union rank, The Iron Brigade. The die roll needed to hit is 7 + 1 (for Lindsay Walker) = 8 or higher. A 6 is rolled, for a miss.

[Step 6] The Union Player fi res both ranks at Heth’s 4th Brigade. The Union Iron Brigade needs a 4 or higher to hit. A 10 is rolled and a hit is scored. The Confederate 4th Brigade has an adjust Discipline Rating of 7 + 1 = 8 due to Walker’s Heroism Rating. However, the dice roll made by the Union Player was 6 more than needed to hit, and this gets added to the die roll, so the Confederate Player needs an 8 – 6 27 Battle Board Resolution 2

The Third Column [Step 6] The Union 1st Brigade now fi res, needing a 6 or higher, plus 1 to the die So far, this Battle has gone terribly for the roll. A modifi ed 10 is rolled for a hit on the Confederate Player. He may still pull of some sort of Confederate 1st Brigade. The Confederate 1st victory in the center, but the odds are now clearly Brigade needs 7 or less to pass the Discipline stacked again him. Check, rolls a 3, adds the 4 pip overage for the Union fi re for a total of 7 and passes. The [Step 3] As there is only one Battle Board Union 2nd Brigade of the 2nd Division now fi res, needing a 7 or higher, plus 1 to the dice Column to resolve, the center column is where roll. A modifi ed 9 is rolled for a hit. Heth’s 1st the Action is. Brigade now must pass a Discipline Check needing a7 or less to pass. A 5 is rolled, plus The Battle the 2 pip overage for the Union fi re for a total of 7 and the Brigade passes again. [Step 4] All Formation cards are already in play, so this step is skipped. [Step 7] Heth’s 1st Brigade now fi res at the Union 1st Brigade, needing a 6 or higher. An [Step 5] Both sides have Artillery this time. 8 is scored. The Union 1st Brigade needs a The Confederates will fi re McIntosh’s Artillery 9 + 1 (for Robinson) = 10 or less to pass the needing a 7 or higher to hit. A nine is rolled and Discipline Check. A 4 is rolled, plus 2 for the 2 a hit is scored against. The 2nd Brigade of the pip overage from the confederate fi re for a total Union 2nd Division. The Discipline Check is of 6, a pass. made, needing a 9 + 1 (due to Robinson) = 10 or less. An 8 is rolled and the Brigade passes. [Step 8] Since the Confederate Player is already at a distinct disadvantage, he decides The Union 1st Corps Artillery now fi res needing to take any possible advantages for Union card- a 6 or higher to hit, plus 1 to the dice roll due play out of the equation and plays McIntosh’s to Robinson being there. A modifi ed 4 is roll, for Battle Card, Tactic vs Skirmish. This brings a +1 28 a miss. Attacker bonus, but it also ends all card play. [Step 9] The Confederates only have one rank wounded and a Gravestone is marked. No in this Battle Column, so this step is skipped. Victory Point is awarded to the Confederate Player for a wound. [Step 10] Melee is now resolved. The Confederate’s have a Troop Strength of 4, plus This Battle Board column is resolved. The 1 for the Battle Card played for a total of 5. Results are shown in Battle Board Resolution The Union Player has a total Troop Strength of 3. 5, plus 1 for the Robinson being present, for a total of 6. Battle Board Resolution The Confederate Players rolls an 11, adds With the results of all three Battle Board the previous 5, for a total of 16. The Union columns resolved, and with no unrouted Player rolls a 2, adds 6, for a total of 8. The opposing forces remaining in in any single Confederate Player wins, and his score is column, the entire Battle is resolved. doubled the Union Player’s largest Troop Strength of any Troop Stand in his column All destroyed Troop Stands are removed from (which is the 2nd Brigade in this case with a play. Troop Strength of 3). The Union 1st Brigade takes 2 hits and is destroyed. The Union 2nd All Battle Cards used are discard to the Discard Brigade routs. The column is now resolved. Pile. The only things left in the column are to All routed Troop Stands are move to adjacent determine the fates of the Union 1st Corps Areas. Artillery and Robinson. The Artillery needs an 11 + 1 or 12 or less to pass a Discipline All unrouted Troop Stand and any Generals Checks. 2 are added to the dice roll for the two are placed back on to the Map Area under Union Brigade routed or destroyed. The roll is a contention. The Battle Monument is removed modifi ed 9 + 2 = 11, so the Artillery passes and and set aside. routs. The roll for Robinson is a 7. Robinson is Play now resumes back on the main Map.

29 Battle Board Resolution 3 equal to their respective Command-in-Chiefs 10.0 Scenarios Command Rating as their starting hand. The Discard Pile is created and maintained Included in Rally Round the Flag are historical throughout play. The Discard Pile is where and hypothetical situations that presented cards that are played are placed, and where themselves or may have been possible during new cards are in preparation of new Game the Battle of Gettysburg. Turns. In some cases, opposing forces start the The Reserve Deck is created at the start of scenario in the same Map Areas. This is each scenario. It is comprised of all Battle intentional. Cards with the word “Reserve” printed at the bottom. As Generals appear on the Map as Note that the historical scenarios are not reinforcements, their Reserve cards are added meant to be balanced. They are meant to to the Reserve Deck, which is then reshuffl ed. refl ect the conditions as presented to the opposing forces during the period of the day This is the deck that will be drawn from the scenario starts. whenever the Reserves Arrive Event Card is played. Each army has a single Reserve Deck. 10.1 Players’ Draw Decks, Discard Piles, and Reserve Decks 10.2 Event Cards

Each side, Union and Confederate, has a single The following Event Cards are added to the Player Draw Deck. Each side also has a single Draw Deck during preparation of specifi c Game Discard Pile. Turns, as designated in the Reinforcements section, 11.0. In each scenario and in the section on reinforcements forces for both sides are listed Rain: Turn by Entry March Circle or Area. Each entry lists the name of the General, how much of his Ends command is present and/or individual Troop Stands. Following each listing is a number in The Rain: Turn parentheses. This is the number of cards you Ends is an optional should have when you gather these stands for Event Card. It is play. shuffl ed into both Players’ decks if For example: Confederate forces that start the both Players agree Scenario 10.4 We’ll Fight Them Through the Town to use the card to in the Harrisburg Road Area are as follows – enable a variable weather event. E. [Harrisburg Road] Richard S. Ewell, 2nd Corps It is shuffl ed into (1); 1st Virginia Artillery Brigade, 2nd Corps (1); All each deck at the of Jubal A. Early’s Division, 2nd Corps (6) preparation of each Afternoon turn. When a Player draws the There should be a total of 8 cards added to the Rain: Turn Ends event card, roll 2 dice. A result Draw Deck to represent the stands placed in the of 11 or 12 causes the current turn to end Harrisburg Road Area. immediately. The card is removed from play. Each Player may only cause an end of Turn due At the start of each scenario, Players will to weather once during the game. place all Battle Cards, except those that have “Reserve” printed at the bottom, all Command Thunderstorms happened on July 4 during the Cards, and designated Event Cards into a retreat and may have happened during the Single Deck, called the Draw Deck. This deck is period that the battle took place. The weather shuffl ed prior to play. option allows for the possibility of weather 30 playing a factor in the battle. Player’s will then draw a number of cards Night March Moves Only To continue the previous example, the difference in the die roll and current Victory Point level is 19 – 17 During the Evening = 2. The Union Player distributes 2 Troop losses to turn, both sides any of his Cavalry stands. shuffl e the Night March Moves Only Supplies Arrive Event Cards into their respective The Supplies Draw Decks. When Arrive Event either Player draws Card must be the Event Card, played when only March Actions drawn. Routed are allowed. Confederate stands in Areas Remove these free of Union cards from the stands may test either the Draw Discipline to Rally. or Discard Pile during the Morning turn and set them aside. Add them back into the deck during In addition, one the following day’s Evening turn should the Confederate step scenario length allow it. loss is regained. This may be used Cavalry Corps Skirmish to return a stand that was previously destroyed, including Artillery. Such a stand is placed next On July 3rd, at to the General directly commanding the stand. the start of the Afternoon, both The Confederates were in high spirits when they the Union and moved north to take the fi ght to the Union. As a Confederate result, the soldiers of the Army of Northern Virginia Cavalry Corps believed they could win the war with Lee in charge Skirmish Event and supplies available. Cards are shuffl ed into Players’ respective decks. When each Cavalry Corps Event Card is drawn, the Player rolls 4 dice. If the total rolled is greater than or equal to the opponent’s current Victory Point level, Cavalry reinforcements specifi ed in the scenario may enter from any Union controlled Pike. This applies to both the Confederate and Union Cavalry.

For example, if the Union Player rolls a total of 19 on 4 dice and the Confederate Victory Point total is 17, then the Union Player may enter his Cavalry along the Baltimore Pike at the Westminster March Circle (or some other Union controlled entry March Circle).

In addition, if the roll is successful, the Cavalry must mark off losses that are equal to the excess die roll. These losses can be distributed among the dismounted stand, the mounted stand or stands, or the horse holder stand in 31 any manner the Player wishes. 10.3 There’s the Devil to Pay Morning, July 1st

Union General Buford has fought a brilliant delaying Game Length Action against Confederate forces since the predawn hours of July 1st. Now, he much continue The scenario lasts one Game Turn and serves as to delay under increasing pressure from forces an introduction to the Rally Round the Flag game under General Henry Heth and the Confederate system. 3rd Corps behind it until Union 1st Corps reinforcements can arrive. Alternatively, Players may continue the Action to include the entire fi rst day of the battle, ending 32 after the Evening Turn. This scenario is also used as the start of the Grand D. General John F. Reynolds, 1st Corps (1) Battle scenario. If Player’s wish to fi ght the entire battle of Gettysburg, then play proceeds until the E. All of General Wadsworth’s 1st Division, 1st end of the Evening Game Turn on July 3rd. Corps (3)*; All of General Doubleday’s 3rd Division, 1st Corps (4)*; All of General Robinson’s 2nd Victory Point Levels Division, 1st Corps (3)*; 1st Corps Artillery (1)** * These Generals become available and appear on The Confederate forces control 0 Victory Points, the March Circle when their respective Command the Union forces control 36 Victory Points. These Cards are played. Note that the March Circle must are indicated by the fl ag symbols in March Circles. be vacant for this to occur. There are 7 Victory Points that are contested. ** Is placed on the March Column Display. Opposing Forces *** Dismounted with Horse-holders The lettered locations on the Map indicate the Areas where forces are placed at the start of the Previous Loses scenario. Grey is for Confederate forces, and Blue is for Union forces. Since this is an Area-based game, exact positioning in an Area is not important. None. Some Generals are set up in a given March Circle. Draw Decks When a General is not set up in a given March Circle per the scenario, a single General stand may Create Draw Decks for each Player by adding cards occupy a controlled, vacant March Circle attached as indicated under Opposing Forces. to the Area in which he is set up, Player’s choice. To the Confederate Draw Deck, add the Battle Confederate Forces Plan and Heroic Charge and Event cards. Add one “Reserve” card from the Reserve Deck, and leave A. [Cashton Pass March Circle] General Henry Heth, the Reserves Arrive Event Card in the Discard Pile. 3rd Corps (1); General A. P. Hill, 3rd Corps* (1) To the Union Draw Deck add the Command B. [Unfi nished Railroad] 2nd Brigade, Heth’s Changes, General Forward, Heroic Charge, and Division, 3rd Corps (1); Pegram’s Artillery Brigade, Reserves Arrive Event Cards. The Command 3rd Corps# (1) Changes Event Card is not yet in play until its conditions are met. C. [Mill Road] 1st Brigade, Heth’s Division, 3rd Corps (1) Reinforcements D. [Cashtown Pass] 3rd and 4th Brigade, Heth’s Division, 3rd Corps (2) None.

* General A.P. Hill becomes available and appears Alternatively, Players may continue to play out on the Cashtown Pass March Circle when his the scenario for additional Game Turns. In this respective Command Card is played. Note that case start with the July 1st Noon Game Turn the March Circle must be vacant for this to occur. reinforcements and going forward. Otherwise, he is placed on the Cashtown Pass Area. Note that his Command Card starts the game as Special Rules part of the Draw Deck. None. # Pegram’s Artillery serves under Henry Heth’s command until Walker arrives. Victory Conditions Union Forces The Confederates can win a tactical victory by A. [Unfi nished Railroad] 2nd Brigade, 1st Cavalry controlling 10 Victory Points. They win a decisive Division, Cavalry Corps (1)*** victory if they control 13 VP and leave 3 Victory Points contested. B. [Mill Road] 1st Brigade, 1st Cavalry Division, Cavalry Corps (1)*** Should Players choose to extend the game into the entire day, then use the Victory Conditions from C. [Chambersburg Pike] General , 1st Scenario 10.4 33 Cavalry Division, Cavalry Corps (1) 10.4 We’ll Fight Them Through the Town

Afternoon July 1st

The Army of Northern Virginia has steadily pushed back Union forces throughout the morning of July Victory Point Levels 1st. Now, in the afternoon, Union forces have decided to delay Confederate forces for as long as The Confederate forces control 9 Victory Points, possible in order to prevent them from taking the the Union forces control 26 Victory Points. These high ground south of Gettysburg, and to buy tome are indicated by the fl ag symbols in March Circles. There are 8 Victory Points that are contested. 34 to prepare that high ground themselves for defense. Opposing Forces Previous Losses The lettered locations on the Map indicate the Confederate Areas where forces are placed at the start of the scenario. Grey is for Confederate forces, and Blue is Mark two Troop Strength Step Loss for: Iverson’s for Union forces. Since this is an Area-based game, Brigade, Rode’s Division, 2nd Corps; 4th Brigade, exact positioning in an Area is not important. Heth’s Division, 3rd Corps.

Some Generals are set up in a given March Circle. Mark one Troop Strength Step Loss for O’Neal’s When a General is not set up in a given March Brigade, Rode’s Division, 2nd Corps. Circle per the scenario, a single General stand may occupy a controlled, vacant March Circle attached to the Area in which he is set up, Player’s choice. Union Mark one Gravestone on Union General John Confederate Forces Reynolds, 1st Corps.

A. [Fairfi eld Road] Henry Heth, Heth’s Division, 3rd Mark one Troop Strength Step Loss for: 1st Brigade, Corps (1); 1st and 3rd Brigades, Heth’s Division, 2nd Division, 1st Corps; 1st and 2nd Brigades, 2nd 3rd Corps (2); Artillery Brigade, Heth’s Division, 3rd Division, 1st Corps; 1st Brigade, 3rd Division, 1st Corps (1) Corps.

B. [Chambersburg Pike] Robert E. Lee, Army of Mark two Troop Strength Step Losses for 2nd Northern Virginia (1); Ambrose Powell Hill, 3rd Brigade, 1st Division, 1st Corps. Corps (1); All of Pender’s Division, 3rd Corps (6); All of Lindsay Walker’s Reserve Artillery, 3rd Corps (3); 2nd And 4th Brigades Heth’s Division, 3rd Corps (2) Draw Decks

C. [McPhearson Ridge] All of J. Thompson Create Draw Decks for each Player by adding cards Brown’s 2nd Corps Artillery, 2nd Corps, except for as indicated under Opposing Forces. 1st Virginia Brigade (2); Daniel’s and Iverson’s Brigades, Rodes’ Division, 2nd Corps (2) To the Confederate Draw Deck, add the Battle Plan, Heroic Charge, Reserves Arrive, and Supplies Arrive D. [Carlisle Road] All of Rode’s Division, 2nd Corps, Event cards. except, for Daniel’s and Iverson’s Brigades (5) To the Union Draw Deck add the Command E. [Harrisburg Road] Richard S. Ewell, 2nd Corps Changes, General Forward, Heroic Charge, and (1); 1st Virginia Artillery Brigade, 2nd Corps (1); All Reserves Arrive Event Cards. The Command of Jubal A. Early’s Division, 2nd Corps (6) Changes Event Card is actively in play.

Union Forces Reinforcements

A. [Lutheran Seminary] , 3rd Reinforcements begin at the start of the July 1st Division, 1st Corps (1); The Iron Brigade, 1st Evening Game Turn. Division, 1st Corps (1); 1st and Bucktails Brigades, 3rd Division, 1st Corps (2); 2nd Brigade, 1st Cavalry Division, Cavalry Corps (1)* Special Rules

B. [Oak Ridge] John F. Reynolds, 1st Corps None. (1); Artillery Brigade, 1st Corps (1); James F. Wadsworth, 1st Division 1st Corps (1); 2nd Brigade 1st Division, 1st Corps (1); All of John C. Robinson Victory Conditions 2nd Division, 1st Corps (3) The Confederates can win a tactical victory by C. [Barlow’s Knoll] All of Oliver O. Howard’s 11th controlling 17 Victory Points and leaving 5 Victory Corps, except for 2nd Division (8) Points contested. They win a decisive victory if they control 22 VP and are the sole occupants of the D. [York Road] John Buford, 1st Cavalry Division, Culp’s Hill Area by the end of the Evening turn. Cavalry Corps (1); 1st Brigade, 1st Cavalry Division (1)*

E. [Cemetery Hill] All of Adolph von Steinwehr’s 2nd Division, 11th Corps (3) 35 * Union Cavalry is set up dismounted. 10.5 Setting the Pieces

Morning, July 2nd

Both armies spent the morning arranging forces for the next act. This scenario assumes Lee launches Victory Point Levels a Confederate attack as early as possible hoping The Confederate forces control 22 Victory Points, to catch the Union Army still in a state of defense the Union forces control 20 Victory Points. These preparation. are indicated by the fl ag symbols in March Circles. There is 1 Victory Points that is contested. 36 Opposing Forces Cavalry Corps, except for the 3rd Brigade (3) The lettered locations on the Map indicate the D. [Angle] , 3rd Corps (1); All of Areas where forces are placed at the start of the Andrew Humphreys’ 2nd Division, 3rd Corps (3); scenario. Grey is for Confederate forces, and Blue is Artillery Brigade, 3rd Corps (0) for Union forces. Since this is an Area-based game, E. [Spangler Springs] Henry Slocum, 12th Corps (1); exact positioning in an Area is not important. Artillery Brigade, 12th Corps (0) Some Generals are set up in a given March Circle. F. [Cemetery Hill] George Meade, Army of the When a General is not set up in a given March Potomac; All of John Reynolds’ 1st Corps, except Circle per the scenario, a single General stand may for the 1st Division (8); All of Oliver Howard’s 11th occupy a controlled, vacant March Circle attached Corps (10) to the Area in which he is set up, Player’s choice. G. [Culp’s Hill] All of Wadsworth’s 1st Division, 1st Confederate Forces Corps (3) A. [Seminary Ridge] All of Pender’s Division, 3rd H. [Baltimore Pike] All of Alpheus William’s 1st Corps, except for Artillery Brigade (5); Artillery Division, 12th Corps, except for 3rd Brigade (3) Brigade, Heth’s Division, 3rd Corps (1) B. [Chambersburg Pike] All of Anderson’s Division, Previous Losses 3rd Corps (6); All of Heth’s Division, 3rd Corps, except for the Artillery Brigade (5) Confederate C. [Lutheran Seminary] Robert E. Lee, Army of Mark one Gravestone on Henry Heth, Heth’s Northern Virginia (1); , 1st Corps Division, 3rd Corps (1); A. P. Hill, 3rd Corps (1); All of Thompson Brown’s Artillery Division, 2nd Corps, except for Nelson’s Mark one Troop Strength Step Loss for: O’Neal’s Brigade (2); All of Lindsay Walker’s Artillery Division, Brigade, Rode’s Division, 2nd Corps; Gordon’s 3rd Corps (3); Artillery Brigade, Pender’s Division, Brigade, Early’s Division, 2nd Corps; Daniel’s 3rd Corps (1) Brigade, Rodes’ Division, 2nd Corps; Perrin’s Brigade, Pender’s Division, 3rd Corps. D. [McPhearson’s Ridge] Mahone’s Brigade, Anderson’s Division, 3rd Corps (1) Mark two Troop Strength Step Loss for: Iverson’s Brigade, Rode’s Division, 2nd Corps; 1st Brigade, E. [Oak Ridge] O’Neal’s and Daniels’ Brigades, Heth’s Division, 3rd Corps; 4th Brigade, Heth’s Rodes’ Division, 2nd Corps (2) Division, 3rd Corps. F. [Gettysburg] All of Rodes’ Division, 2nd Corps, Union except Daniels’, O’Neal’s and Artillery Brigade (4) Mark one Gravestone on John Reynolds, 1st Corps. G. [Barlow’s Knoll] Artillery Brigade, Rodes’ Division, 2nd Corps (1); Nelson’s Artillery Brigade, 2nd Corps Mark one Troop Strength Step Loss for: 2nd (1); Artillery Brigade, Early’s Division, 2nd Corps (1) Brigade, 2nd Division, 1st Corps; 1st Brigade, 2nd Division, 11th Corps; 2nd Brigade, 3rd Division, H. [Harrisburg Road] Albert Jenkin’s Cavalry 11th Corps; Brigade, J.E.B. Stuart’s Cavalry Division (1) * Mark two Troop Strength Step Losses for 2nd I. [York Road] Richard S. Ewell, 2nd Corps (1); All Brigade, 1st Division, 1st Corps; 1st Brigade, 2nd of Early’s Division, 2nd Corps, except for Smith’s Division, 1st Corps; 1st Brigade, 3rd Division, 1st Brigade and Artillery Brigade (4) Corps; 2nd Brigade, 3rd Division, 1st Corps; 2nd Brigade, 1st Division, 11th Corps; 1st Brigade, 3rd J. [Gettysburg and Hanover Railroad] Smith’s Division, 11th Corps. Brigade, Early’s Division, 2nd Corps (1) Mark three Troop Strength Step Loses for 1st K. [Hanover Road] All of Johnson’s Division, 2nd Brigade, 1st Division, 1st Corps. Corps (6) * Under the command of Ewell, 2nd Corps. Starts Draw Decks as mounted. Create Draw Decks for each Player by adding cards Union Forces as indicated under Opposing Forces. A. [Devil’s Den] All of Geary’s 2nd Division, 12th To the Confederate Draw Deck, add the Battle Plan, Corps, except for the 3rd Brigade (3) Heroic Charge, Reserves Arrive, and Supplies Arrive Event cards. B. [] 3rd Brigade, 2nd Division, 12th Corps (1); All of Birney’s 1st Division, 3rd Corps (3) To the Union Draw Deck add the Heroic Charge, and Reserves Arrive Event Cards. 37 C. [Peach Orchard] all of John Buford’s 1st Division, Reinforcements Victory Conditions Reinforcements begin at the start of the July 2nd The Confederates can win a tactical victory by Noon Game Turn. controlling 26 Victory Points and leaving 8 Victory Points contested. They win a decisive victory if they Special Rules control 31 VP and leave 5 Victory Points contested None. by the end of the Evening Game Turn. 10.6 Turning the Flanks Afternoon, July 2nd

38 Confederate General Lee devises a plan to attack 2nd Corps (6) the Union lines in echelon starting from the far right fl ank and working along the entire line to the far left L. [Barlow’s Knoll] Artillery Brigade, Rodes’ Division, fl ank, in order to draw Union forces gradually to the 2nd Corps (1) Union left in support of the defense and hopefully opening a gap in their lines to exploit and destroy Union Forces the Army of the Potomac. A. [Devil’s Den] All of Andrew A. Humphreys 2nd Division, 3rd Corps minus 1st Brigade (3) Victory Point Levels B. [Peach Orchard] All of David B. Birney’s 1st The Confederate forces control 23 Victory Points, Division, 3rd Corps (4); 1st Brigade, 2nd Division, the Union forces control 16 Victory Points. These 3rd Corps (1) are indicated by the fl ag symbols in March Circles. C. [Wheatfi eld] All of John C. Caldwell’s 1st Division, There are 4 Victory Points that are contested. 2nd Corps (5); Daniel E. Sickles, 3rd Corps (1); 3rd Corps Artillery (0) Opposing Forces D. [Cemetery Ridge] , 5th Corps (1); The lettered locations on the Map indicate the All of ’ 1st Division, 5th Corps (4); 5th Areas where forces are placed at the start of the Corps Artillery (0) scenario. Grey is for Confederate forces, and Blue is E. [Power’s Hill] All of Romeyn B. Ayres’ 2nd for Union forces. Since this is an Area-based game, Division, 5th Corps (4); All of Samuel W. Crawford’s exact positioning in an Area is not important. 3rd Division, 5th Corps (3) Some Generals are set up in a given March Circle. F. [Angle] Winfi eld Scott Hancock, 2nd Corps (1); All When a General is not set up in a given March of ’s 2nd Division, 2nd Corp (4); 2nd Circle per the scenario, a single General stand may Corps Artillery (0) occupy a controlled, vacant March Circle attached to the Area in which he is set up, Player’s choice. G. [Spangler’s Spring] All of Alpheus S. Williams’ 1st Division, 12th Corps (4); All of Robert O. Tyler’s Confederate Forces Artillery Reserve (6) A. [Emmitsburg Road] All of Hood’s Division, 1st H. [Cemetery Hill] George Gordon Meade, Army of Corps (6) the Potomac (1); All of John F. Reynolds 1st Corps B. [Peach Orchard] James Longstreet, 1st Corps minus 1st Division (8); All of Alexander Hay’s 3rd (1); All of McLaws’ Division, 1st Corps (6); All of Division, 2nd Corps (4); All of Oliver O’ Howard’s Walton’s Artillery, 1st Corps (3) 11th Corps, minus 1st Division (7) C. [Spangler’s Wood] Anderson Powell Hill, 3rd I. [Culp’s Hill] All of James S. Wadsworth’s 1st Corps (1); All of Anderson’s Division, 3rd Corps, Division, 1st Corps (3); All of Francis C Barlow’s 1st except for Anderson’s Artillery Brigade (6) Division, 11th Corps (3); Henry W. Slocum, 12th Corps (1); All of John W. Geary’s 2nd Division, 12th D. [Seminary Ridge] All of Pender’s Division, 3rd Corps (4); !2th Corps Artillery. Corps (6); Anderson’s Artillery Brigade (1); Heth’s Artillery Brigade (1); All of Walker’s Artillery, 3rd J. [Westminster Entry Circle] All of John Sedgewick’s Corps (3) 6th Corps (12) E. [Fairfi eld Road] 3rd Brigade and 4th Brigade from Previous Losses Heth’s Division, 3rd Corps (2) F. [Chambersburg Pike] Henry Heth, Heth’s Division Confederate 3rd Corps (1); 1st Brigade and 2nd Brigade from Mark one Gravestone on Henry Heth, Heth’s Heth’s Division, 3rd Corps (2) Division, 3rd Corps G. [Lutheran Seminary] Robert E. Lee, Army of Mark one Troop Strength Step Loss for: O’Neal’s Northern Virginia (1); 1st Virginia Artillery Brigade, Brigade, Rode’s Division, 2nd Corps; Gordon’s 2nd Corps Artillery (1) Brigade, Early’s Division, 2nd Corps; Daniel’s H. [Gettysburg] All of Rodes’ Division, 2nd Corps, Brigade, Rodes’ Division, 2nd Corps; Perrin’s except for Rodes’ Division Artillery (6); J. Thomas Brigade, Pender’s Division, 3rd Corps. Brown Artillery, 2nd Corps, except for 1st Virginia Mark two Troop Strength Step Loss for: Iverson’s Artillery Brigade (2) Brigade, Rode’s Division, 2nd Corps; 1st Brigade, I. [York Road] Hoke’s and Gordon’s Brigade, Early’s Heth’s Division, 3rd Corps; 4th Brigade, Heth’s Division, 2nd Corps (2) Division, 3rd Corps J. [Brenner’s Hill] Richard S. Ewell, 2nd Corps (1); Union All of Early’s Division, except Hoke’s and Gordon’s Mark one Gravestone on John Reynolds, 1st Corps. Brigade, 2nd Corps (4) 39 K. [Hanover Road] All of ’s Division, Mark one Troop Strength Step Loss for: 2nd Brigade, 2nd Division, 1st Corps; 1st Brigade, 2nd To the Union Draw Deck add the Heroic Charge, and Division, 11th Corps; 2nd Brigade, 3rd Division, Reserves Arrive Event Cards. 11th Corps; Mark two Troop Strength Step Losses for 2nd Reinforcements Brigade, 1st Division, 1st Corps; 1st Brigade, 2nd Reinforcements begin at the start of the July 2nd Division, 1st Corps; 1st Brigade, 3rd Division, 1st Evening Game Turn. Corps; 2nd Brigade, 3rd Division, 1st Corps; 2nd Brigade, 1st Division, 11th Corps; 1st Brigade, 3rd Division, 11th Corps. Special Rules Mark three Troop Strength Step Loses for 1st None. Brigade, 1st Division, 1st Corps. Victory Conditions Draw Decks The Confederates can win a tactical victory by Create Draw Decks for each Player by adding cards controlling 27 Victory Points, leaving 10 Victory as indicated under Opposing Forces. Points contested, and being the sole occupiers of Devil’s Den or Culp’s Hill. They win a decisive victory To the Confederate Draw Deck, add the Battle Plan, if they control 30 VP and leave at least 5 Victory Heroic Charge, Reserves Arrive, and Supplies Arrive Points contested by the end of the Evening turn. Event cards.

40 10.7 The Last Act Noon, July 3rd

Lee is convinced that the Union lines are too strong on the fl anks and that in strengthening the Victory Point Levels fl anks, Meade has left his center vulnerable to a The Confederate forces control 23 Victory Points, determined attack. the Union forces control 10 Victory Points. These are indicated by the fl ag symbols in March Circles. There are 10 Victory Points that are contested. 41 J. [Barlow’s Knoll] Artillery Brigade, Early’s Division, Opposing Forces 2nd Corps (1) The lettered locations on the Map indicate the Areas where forces are placed at the start of the K. [York Road] Richard S. Ewell, 2nd Corps (1); scenario. Grey is for Confederate forces, and Blue is Gordon’s Brigade, Early’s Division, 2nd Corps (1) for Union forces. Since this is an Area-based game, L. [Culp’s Hill] All of Johnson’s Division, 2nd Corps, exact positioning in an Area is not important. except Artillery Brigade (5); Smith’s Brigade, Early’s Some Generals are set up in a given March Circle. Division, 2nd Corps (1); Daniel’s and O’Neal’s When a General is not set up in a given March Brigades, Rodes’ Division, 2nd Corps (2) Circle per the scenario, a single General stand may M. [Brenner’s Hill] Nelson’s Artillery Brigade, 2nd occupy a controlled, vacant March Circle attached Corps (1); Artillery Brigade, Johnson’s Division, 2nd to the Area in which he is set up, Player’s choice. Corps (1) Confederate Forces Union Forces A. [Emmitsburg Road] Anderson’s Brigade, Hood’s A. [Devil’s Den] Sykes, 5th Corps (1); All of Romeyn Division, 1st Corps (1) B Ayres’ 2nd Division, 5th Corps (4); 3rd Brigade, B. [Devil’s Den] All of Hood’s Division, 1st Corps, 1st Division, 5th Corps (1); Artillery, 5th Corps (0) except Anderson’s Brigade (5); Lafayette McLaws, B. [Taneytown Road] , 6th Corps (1); 1st Corps (1); Semmes’ Brigade, McLaws’ Division, Albion P. Howe, 2nd Division, 6th Corps (1); 2nd 1st Corps (1) Brigade, 2nd Division, 6th Corps (1); 3rd Brigade, C. [Wheatfi eld] Kershaw’s, Wofford’s, and 1st Division, 6th Corps (1) Barksdale’s Brigades, McLaws’ Division, 1st Corps C. [Cemetery Ridge] All of Horatio Write’s 1st (3) Division, 6th Corps, except for 3rd Brigade (3); All D. [Peach Orchard] James Longstreet, 1st Corps (1); of ’s 3rd Division, 6th Corps, except Janes B. Walton, Artillery, 1st Corps (1); Alexander for 1st Brigade (3); Artillery Brigade, 6th Corps (0); Artillery Brigade, 1st Corps (1); Kemper’s and Artillery Brigade, 3rd Corps (0) Artillery Brigade, Pickett’s Division, 1st Corps (2); D. [Wheatfi eld] All of James Barnes’ 1st division, Wilcox’s and Florida Brigades, Anderson’s Division, 5th Corps, except 3rd Brigade (3); All of Samuel 3rd Corps (2) W. Crawford’s 3rd Division, 5th Corps (3); Daniel E. E. [Spangler’s Woods] George E. Pickett, 1st Corps Sickles, 3rd Corps (1); All of David B. Birney’s 1st (1); Garnett’s and Armistead’s Brigades, Pickett’s Division, 3rd Corps (4); All of Andrew A. Humphreys’ Division, 1st Corps (2); Artillery Brigade, McLaws’ 2nd Division, 3rd Corps (4); 4th Volunteer Brigade, Division, 1st Corps (1); Louisiana Artillery Brigade, Artillery Reserve, Army of the Potomac (1) First Corps (1); Richard H. Anderson, 3rd Corps (1); E. [Angle] All of Abner Doubleday’s 3rd Division, 1st Wright’s Brigade, Anderson’s Division, 3rd Corps Corps (4); All of John C. Caldwell’s 1st Division, 2nd (1); 1st and 3rd Brigades, Heth’s Division, 3rd Corps (5); 1st Regular and 1st Volunteer Brigades, Corps (2); Scales’, Lane’s, and Artillery Brigades, Reserve Artillery, Army of the Potomac (2) Pender’s Division, 3rd Corps (3) F. [Spangler’s Spring] 3rd Brigade, 2nd Division, 6th F. [Copse of Trees] Artillery Brigade, Anderson’s Corps (1) Division, 3rd Corps (1) G. [Cemetery Hill] George Gordon Meade, Army of G. [Seminary Ridge] Ambrose Powell Hill, 3rd Corps the Potomac (1); John F. Reynolds, 1st Corps (1); (1); Mahone’s and Posey’s Brigades, Anderson’s All of John C. Robinson’s 2nd Division, 1st Corps Division, 3rd Corps (2); William Dorsey Pender, (3); Artillery Brigade, 1st Corps (0); Winfi eld Scott 3rd Corps (1); McGowan’s and Thomas’ Brigades, Hancock, 2nd Corps (1); All of John Gibbon’s 2nd Pender’s Division, 3rd Corps (2); Henry Heth, 3rd Division, 2nd Corps (4); All of ’ Corps (1); 2nd, 4tf, and Artillery Brigades, Heth’s 3rd Division, 2nd Corps (4); Artillery Brigade, 2nd Division, 3rd Corps (3); Lindsay Walker, Artillery, 3rd Corps (0); Oliver O. Howard, 11th Corps(1); All of Corps (1); Pegram’s Artillery Brigade, 3rd Corps (1); Francis C. Barlow’s 1st Division, 11th Corps (3); Ramseur’s, Iverson’s, and Dole’s Brigades, Rodes’ All of Adolph von Steinwehr’s 2nd Division, 11th Division, 2nd Corps (3) Corps (3); All of ’s 3rd Division, 11th H. [Lutheran Seminary] Robert E. Lee, Army of Corps (3); Artillery Brigade, 11th Corps (0); Robert Northern Virginia (1); Thompson Brown, Artillery, O. Tyler, Artillery Reserve, Army of the Potomac (1); 2nd Corps (1); McIntosh’s Artillery Brigade, 3rd 2nd Volunteer and 3rd Volunteer Brigades, Reserve Corps (1); Artillery Brigade, Rode’s Division, 2nd Artillery, Army of the Potomac (2); Artillery Brigade, Corps (1); 1st VA Artillery Brigade, 2nd Corps (1); 12th Corps (0) I. [Gettysburg] Robert E. Rodes, 2nd Corps (1); H. [Culp’s Hill] Henry W. Slocum, 12th Corps (1); All 42 Jubal E. Early, 2nd Corps (1); Hays’ and Hoke’s of Alpheus S. Williams’ 1st Division, 12th Corps (4); Brigades, Early’s Division, 2nd Corps (2) All of John W. Geary’s 2nd Division, 12th Corps (4); All of James S. Wadsworth’s 1st Division, 1st Corps (3); 1st Brigade, 3rd Division, 6th Corps (1) Draw Decks Create Draw Decks for each Player by adding cards Previous Losses as indicated under Opposing Forces. To the Confederate Draw Deck, add the Battle Plan, Confederate Heroic Charge, Reserves Arrive, and Supplies Arrive Mark one Gravestone on: Henry Heth, Heth’s Event cards. Division, 3rd Corps; John Hood, Hood’s Division, 1st To the Union Draw Deck add the Heroic Charge, and Corps; William Pender, Pender’s Division, 3rd Corps Reserves Arrive Event Cards. Mark one Troop Strength Step Loss for: Anderson’s Brigade, Hood’s Division, 1st Corps; Law’s Brigade, Reinforcements Hood’s Division, 1st Corps; Robertson’s Brigade, Hood’s division, 1st Corps; Benning’s Brigade, None. Hood’s Division, 1st Corps; Semmes’ Brigade, McLaws’ Division, 1st Corps; Kershaw’s Brigade, Special Rules McLaws’ Division, 1st Corps; Barksdale’s Brigade, McLaws’ Division, 1st Corps; Wilcox’s Brigade, None. Anderson’s Division 3rd Corps; Wright’s Brigade, Anderson’s Division, 3rd Corps; O’Neal’s Brigade, Victory Conditions Rode’s Division, 2nd Corps; Gordon’s Brigade, Early’s Division, 2nd Corps; Perrin’s Brigade, The Confederates can win a tactical victory by Pender’s Division, 3rd Corps; Jones’ Brigade, taking and holding, as the sole occupiers, Cemetery Johnson’s Division, 2nd Corps; Williams’ Brigade, Hill and the Angle by the end of the July 3rd Johnson’s Division, 2nd Corps; Steuart’s Brigade, Afternoon Game Turn. They win a decisive victory by Johnson’s Division, 2nd Corps; Avery’s Brigade, also being sole occupiers of Culp’s Hill by the end of Early’s Division, 2nd Corps the July 3rd Afternoon Game Turn. Mark two Troop Strength Step Losses for: Iverson’s Brigade, Rode’s Division, 2nd Corps; 1st Brigade, Heth’s Division, 3rd Corps; 4th Brigade, Heth’s Division, 3rd Corps; Daniel’s Brigade, Rodes’ Division, 2nd Corps Union Mark one Gravestone on: John Reynolds, 1st Corps; Daniel Sickles, 3rd Corps. Mark one Troop Strength Step Loss for: 2nd Brigade, 2nd Division, 1st Corps; 1st Brigade, 2nd Division, 11th Corps; 1st Brigade, 2nd Division, 5th Corps; 2nd Brigade, 2nd Division, 5th Corps; 3rd Brigade, 1st Division, 5th Corps; 1st Brigade, 1st Division, 3rd Corps; 2nd Brigade, 1st Division, 3rd Corps; 3rd Brigade, 1st Division, 3rd Corps; 3rd Brigade, 2nd Division, 3rd Corps; 4th Brigade, 1st Division, 2nd Corps; 3rd Brigade, 1st Division, 2nd Corps; 1st Brigade, 2nd Division, 2nd Corps; 3rd Brigade, 3rd Division, 2nd Corps; 1st Brigade, 1st Division, 11th Corps Mark two Troop Strength Step Losses for: 2nd Brigade, 3rd Division, 11th Corps; 2nd Brigade, 1st Division, 1st Corps; 1st Brigade, 2nd Division, 1st Corps; 1st Brigade, 3rd Division, 1st Corps; 2nd Brigade, 3rd Division, 1st Corps; 2nd Brigade, 1st Division, 11th Corps; 1st Brigade, 3rd Division, 11th Corps; 1st Brigade, 2nd Division, 3rd Corps; 2nd Brigade, 2nd Division, 3rd Corps; 2nd Brigade, 3rd Division, 11th Corps Mark three Troop Strength Step Loses for 1st Brigade, 1st Division, 1st Corps 43 10.8 Hypothetical – Stuart Shows Up Early

Afternoon, June 30th

This scenario assumes that Stuart fi nds Ewell’s Corps early on June 30th and is sent to locate the Victory Point Levels forward elements of the Army of the Potomac. The Confederate forces control 0 Victory Points, the Union forces control 43 Victory Points. These are indicated by the fl ag symbols in March Circles. There are 0 Victory Points that are contested. 44 Opposing Forces Victory Conditions The lettered locations on the Map indicate the The Confederates win if they can provide a clear Areas where forces are placed at the start of the path along the Pike from the Cashtown Pass Entry scenario. Grey is for Confederate forces, and Blue is March Circle to the March Circle ending on the town for Union forces. Since this is an Area-based game, of Gettysburg, inclusive, such that no Union General exact positioning in an Area is not important. occupies a March Circle along that path. Some Generals are set up in a given March Circle. When a General is not set up in a given March Circle per the scenario, a single General stand may occupy a controlled, vacant March Circle attached to the Area in which he is set up, Player’s choice. Confederate Forces A. All J.E.B. Stuart’s Cavalry Division, Army of Northern Virginia (7) may enter any of the three Entry March Circles indicated. The various brigades do not have to all enter at the same location and the fi rst activation is free for all brigades. Union Forces A. [Cashtown Pass March Circle] John Buford, 1st Division, Cavalry Corps (4) B. [Hanover Entry Circle] Cavalry Corps, Army of the Potomac, except for Buford’s 1st Division (8) Previous Losses None. Draw Decks Create Draw Decks for each Player by adding cards as indicated under Opposing Forces. To the Confederate Draw Deck, add the Battle Plan, Heroic Charge, Reserves Arrive, and Supplies Arrive Event cards. To the Union Draw Deck add the General Forward, Command Changes, Heroic Charge, and Reserves Arrive Event Cards. Reinforcements None. Special Rules J.E.B Stuart is in command of Confederate forces. John Buford is in command of Union forces at the start of the scenario. The Command Changes card is in effect. If Players wish to continue into the July 1st Morning Game Turn, then the forces that are set up in scenario 10.3 are treated as reinforcement instead and arrive as follows: Confederate forces enter via the Cashtown Pass Entry March Circle; Union forces enter via the Emmitsburg Pike Entry March Circle. 45 Richard Ewell’s 2nd Corps, except for Edward 11.0 Reinforcements Johnson’s Division (17) and Event Cards Event Cards None. This section is used by all scenarios that are played over multiple Game Turns. It is based 11.2 July 1st Afternoon on historical reinforcement arrival times, with slight variations to fi t the scale of the game. Forces All reinforcements designated to enter an Entry March Circle are undeployed and Union are represented by the General’s Stand [Westminster Entry March Circle] All of Henry commanding them. Slocum’s 12th Corps, except for 2nd Brigade, 1st Division (8); All of For example, if the reinforcement is “All of Richard Anderson’s Division, 3rd Corps” then only Richard Daniel Sickles 3rd Corps, except for 2nd Anderson’s General Base is place on the Entry Division and Artillery Brigade, 3rd Corps (5) March Circle. Confederate Note that in all cases, a General must consider [Cashtown Pass Entry March Circle] James the Entry March Circle or an adjacent Area Longstreet, 1st Corps (1); All of Richard on the Map’s physical board edge as the fi rst Anderson’s Division, 3rd Corps (7); March Circle or Area moved into under Rule 6.4. All of Edward Johnson’s Division, 2nd Corps (6); All of Thompson Browns Artillery, 2nd Corps (3) In some cases, not all Troop Stands belonging to a General are available when the General Event Cards is Activated. These Troop Stands appear on a different Game Turn and are indicated by a # Add the Rain Turn Ends Event Card to the Player’s in the Game Turn of arrival. When these Troop respective Discard Piles. Add the Supplies Arrive Event Card to the Confederate Discard Pile. Each Stands are available, place them on the March Player shuffl es their Discard Pile then adds it to the Column Display. bottom of the current Draw Deck.

11.1 July 1st Noon 11.3 July 1st Evening

Forces Forces Union Union [Emmitsburg Entry March Circle] All of Oliver [Emmitsburg Entry March Circle] All of 2nd Howard’s 11th Corps, except for 3rd Division Division, 3rd Corps (4) and Artillery Brigade, 11th Corps (7) Confederate [Taneytown Entry March Circle] All of 2nd Division, 11th Corps (3); Artillery Brigade, 11th None Corps (0) Event Cards Confederate Add the Night March Moves Only Event Card to [Cashtown Entry March Circle] All of Pender’s the Player’s respective Discard Piles. Each Player Division, 3rd Corps (6); All of Lindsay Walker’s shuffl es their Discard Pile then adds it to the Artillery, 3rd Corps, except for Pegram’s Artillery bottom of the current Draw Deck. Brigade (2); Artillery Brigade, Heth’s Division, 3rd Corps (1); Robert E. Lee, Army of Northern Virginia (1) 46 [Mummasburg Entry March Circle] All of 11.4 July 2nd Morning Event Cards Add the Rain Turn Ends Event Card to the Forces Player’s respective Discard Piles. Each Player Union shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck. [Westminster Entry March Circle] 2nd Brigade, 1st Division, 12th Corps (1) #; All of George Sykes 5th Corps (12) 11.7 July 2nd Evening [Emmitsburg Entry March Circle] Artillery Brigade, 3rd Corps (0) Forces [Taneytown Entry March Circle] All of Winfi eld None. Hancock’s 2nd Corps (14) [Emmitsburg or Taneytown Entry March Circle] Event Cards All of Robert Tyler’s Artillery Reserve, Army of Add the Night March Moves Only Event Card the Potomac (6) to the Player’s respective Discard Piles. Each Player shuffl es their Discard Pile then adds it to Confederate the bottom of the current Draw Deck. [Cashtown Pass Entry March Circle] All of John Hood’s Division, 1st Corps, except for Law’s Brigade (5); All of Lafayette McLaws’ Division, 11.8 July 3rd Morning 1st Corps (6); All of James Walker’s Artillery, 1st Corps (3) Forces Event Cards None. None. Event Cards None. 11.5 July 2nd Noon 11.9 July 3rd Noon Forces Union Forces None. None. Confederate Event Cards [Cashtown Pass Entry March Circle] Law’s None. Brigade, Hood’s Division, 1st Corps (1) #; All of ’s Division, 1st Corps (5) 11.10 July 3rd Afternoon Event Cards None. Forces None. 11.6 July 2nd Afternoon Event Cards Forces Add the Rain Turn Ends and the Cavalry Corps Skirmish Event Cards to the Player’s respective Union Discard Piles. Each Player shuffl es their Discard [Westminster Entry March Circle] All of John Pile then adds it to the bottom of the current Sedgewick’s 6th Corps (12) Draw Deck. Confederate 47 None. 12.0 Optional Rules 12.1.2 Action: Reposition A General may perform a Reposition Action The following are optional rules that add in lieu of any other Action during the current additional elements to the Rally Round the Activation. The entire Division or Corps must: Flag that Players may want to try. Note that these options may unbalance a game, so both • Currently be in Areas unoccupied by Players must agree to their use prior to starting opposing Troop Stands. a game. • Move to and through Areas that cannot be fi red upon via a Fire Action other than 12.1 Actions Bombardment. The moving Troop Stands may move two 12.1.1 Action: Withdraw contiguous Map Areas under a Reposition Action so longs as the above two restrictions A General may perform a Withdraw Action are met for each Area. in lieu of any other Action during the current Activation. Up to the entire Division or Corps may move to Areas such that the Areas 12.2 They Got ‘Round Us! moved to are father from an Area occupied by opposing Troop Stands than the moving Troop Stands original Area. Troop Stands that are in If more than half of the Areas attached to the Areas that also contain opposing Troop Stands Area where a Player has Troop Stands are must pass a Discipline Check. If they pass, they solely occupied by opposing Troop Stands, and move, otherwise they rout. no two remaining Areas are adjacent to each other, then the Player’s Troop Stands add 2 to all Discipline Check die rolls. This applies at the instant the condition occurs and ceases the moment the condition is removed. Orders of Battle

This section details the Orders of Battle for both armies that fought at Gettysburg. It serves two purposes: to give a detailed inventory of the game pieces provided in the game; to provide a reference to help Players determine the playing pieces for each scenario. Symbols on the Troop Stands are defi ned as follows: XX – Division; X – Brigade Stands of the same color belong to the same Corps command.

Army of Northern Virginia – Robert E. Lee

48 1st Corps - James Longstreet 3rd Corps - A.P. Hill

Pickett’s Division – George E. Pickett Heth’s Division - Henry Heth Armistead’s Brigade 1st Brigade Garnett’s Brigade 2nd Brigade Kemper’s Brigade 3rd Brigade Pickett Division Artillery 4th Brigade Heth Division Artillery Hood’s Division – John B. Hood Law’s Brigade Pender’s Division – William Pender Benning’s Brigade Lane’s Brigade Anderson’s Brigade Scale’s Brigade The Texas Brigade Thomas’ Brigade Hood Division Artillery McGowan’s Brigade Pender Division Artillery McLaws’ Division - Lafayette McLaws Wofford’s Brigade Anderson’s Division – Richard H. Kershaw’s Brigade Anderson Semmes’ Brigade Florida Brigade Barksdale’s Brigade Willcox’s Brigade McLaws’ Division Artillery Mahone’s Brigade Posey’s Brigade 1st Corps Artillery – James B. Walker Write’s Brigade Louisiana Brigade Anderson Division Artillery Alexander’s Brigade 3rd Corps Artillery – Lindsay Walker McIntosh’s Brigade 2nd Corps - Richard S. Ewell Pegram’s Brigade

Rodes Division – Robert E. Rodes Cavalry Division - J.E.B. Stuart O’Neal’s Brigade Robertson’s Brigade Daniel’s Brigade Jenkin’s Brigade Dole’s Brigade W.H.F. Lee’s Brigade Iverson’s Brigade F. Lee’s Brigade Ramseur’s Brigade Hampton’s Brigade Rode’s Division Artillery Horse Artillery Brigade

Early’s Division – Jubal A. Early Hoke’s Brigade Smith’s Brigade Hay’s Division Gordon’s Brigade Early Division Artillery Johnson’s Division – Edward Johnson Stonewall Brigade Tiger Brigade Steuart’s Brigade Jones’ Brigade Johnson Division Artillery 2nd Corps Artillery – J. Thompson Brown 1st Virginia Brigade Nelson’s Brigade 49 Army of the Potomac – George C. Meade

1st Corps – John F. Reynolds Corps Artillery Artillery Brigade 1st Division – James Wadsworth 3rd Corps – Daniel E. Sickles The Iron Brigade 2nd Brigade 1st Division – David B. Birney 2nd Division – John C. Robinson 1st Brigade 1st Brigade 2nd Brigade 2nd Brigade 3rd Brigade 3rd Division - Abner Doubleday 2nd Division – Andrew A. Humphreys 1st Brigade 1st Brigade Bucktail Brigade 2nd Brigade Paper Collar Brigade 3rd Brigade Corps Artillery Corps Artillery Artillery Brigade Artillery Brigade

2nd Corps – Winfi eld Scott 5th Corps – George Sykes Hancock 1st Division – James Barnes 1st Brigade 1st Division – John C. Caldwell 2nd Brigade 1st Brigade 3rd Brigade Iron Brigade 3rd Brigade 2nd Division – Romelyn B. Ayres 4th Brigade 1st Brigade 2nd Brigade 2nd Division – John Gibbon 3rd Brigade 1st Brigade 2nd Brigade 3rd Division – Samuel W. Crawford 3rd Brigade 1st Brigade 3rd Brigade 3rd Division – Alexander Hays 1st Brigade Corps Artillery 2nd Brigade Artillery Brigade 3rd Brigade 50 6th Corps – John Sedgwick Artillery Reserve – Robert O. Tyler 1st Regular Brigade 1st Volunteer Brigade 1st Division – Horatio Wright 2nd Volunteer Brigade 1st Brigade 3rd Volunteer Brigade 2nd Brigade 4th Volunteer Brigade 3rd Brigade 2nd Division – Albion P. Howell Cavalry Corps 2nd Brigade 1st Cavalry Division – John Buford 3rd Brigade 1st Brigade 2nd Brigade 3rd Division – John Newton Reserve Brigade 1st Brigade 2nd Cavalry Division – David M. Gregg 2nd Brigade 1st Brigade 3rd Brigade 3rd Brigade 3rd Cavalry Division – Judson Corps Artillery Kilpatrick Artillery Brigade 1st Brigade 2nd Brigade 11th Corps – Oliver O. Howard Corps Artillery 1st Horse Brigade 2nd horse Brigade 1st Division – Francis C. Barlow 1st Brigade 2nd Brigade Designer’s Notes 2nd Division – Adolph von Stienwehr The game accounts for historic command and 1st Brigade control problems of both armies. Particularly, 2nd Brigade if General Reynolds (Commander of the Union 1st Corps and initially in command of the Army 3rd Division – Carl Shurz of the Potomac until Meade’s arrival) is killed 1st Brigade on the fi rst day of play, the Union Army will 2nd Brigade suffer the historical problems of command confusion. As the First Corps commander Corps Artillery and most senior General on the battlefi eld, if Artillery Brigade Reynold’s survives, the Union will be better led to face Lee’s second day’s attacks. Because the small divisions and cumbersome 12th Corps – Henry W. Slocum organizational structure of the Army of the Potomac makes strong attacks hard to execute, General Meade’s defensive posture 1st Division – Alpheus S. Williams will naturally play out in the game. Rally does 1st Brigade not predestine the outcome of the game. The 2nd Brigade design refl ects the tactical, organizational, and 3rd Brigade operational limitations of the opposing armies and their Generals. 2nd Division – John W. Geary 1st Brigade In the Division Command game of Rally, each 2nd Brigade Artillery standee equals 6 to 10 guns, and each 3rd Brigade Infantry or dismounted Cavalry standee equals ~475 troops. Corps Artillery Artillery Brigade 51 52