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RULES BOOK Civil War and the Gilded

RULES BOOK Civil War and the Gilded

FoundingCivil War and Fathersthe by Rick Heli

Rules Book Version 1.1 – May 2019 Introduction 1 The Treasury 7 Activating the Expansion 2 The Election 7 Setup 3 The People 9 Card Changes 4 Variable Outcomes Optional Rule 10 Player Notes 6 Scenarios 10 Rules Changes 7 Design Notes 14 The Issues 7 Appendix 15 INTRODUCTION

Founding Fathers: Civil War and the Gilded Age expands the original game to the era 1861-1917, including the and continuing up to the American entry into the Great War. Play as a continuation of the original game, use Scenario D to begin in the Civil War era or try Scenario F for the Gilded Age. New features include a new way of electing the President, new Statesman abilities and, of course, a whole new host of Issues, Statesmen and Actions. In addition, there are new Generation II and III Statesmen you can also add to the original game as well as Variable Outcome optional cards.

Important Note: This is an expansion kit for the Founding Fathers board game, which you need to use this product. It is fully compatible with the Founding Fathers: Offices & Statesman and Founding Fathers: Ladies & Orators expansions.

COMPONENTS Each game includes the following:

✔ 1 18x18" mounted board

✔ 10 Congress houses

✔ 30 player disks (5 each in six colors)

✔ 10 large Popularity cubes

✔ 3 5x10" mounted player mats (President's Agenda on reverse)

✔ this Rules Booklet

✔ 198 game cards*:

✗ 75 Issues: 4 Era B, 5 Era C, 8 Era D, 19 Era E, 13 Era F, 15 Era G, 11 Era H ✗ 102 Actions: 1 Generation II Statesman, 16 Generation III (15 Statesmen), 26 Generation IV (11 Statesmen), 27 Generation V (15 Statesmen), 22 Generation VI (14 Statesmen), 10 Generation VII (9 Statesmen) ✗ 11 Variable Outcomes and 10 Presidential (1 Original State, 5 Admitted States, 2 Offices, 2 Initiatives) * The symbol that appears on all this expansion's cards distinguishes them from the cards of the base game and prior expansions.

Important Note If you plan to start with a base game scenario and continue into the expansion eras, before starting the base game, be sure to add the Generation II and III Action Cards and the Era B Issue Card from this expansion to the appropriate decks. You can use these even if you are playing only the first three eras, but they are especially important to include if you plan to play into Era D and beyond. In addition, replace the base game New England State card with the one from this set.

– 1 – Activating the expansion

You can bring the expansion to the table either as a Generation III: continuation of the base game (except the Historical ● 1 Dred Scott Decision Factions variant) or standalone, although all of these ● 1 Jessie Benton (but only if not in play) approaches need some cards and markers from the base ● 1 City Draft Riots game: ● 1 Raid on Harpers Ferry ● Your playing of the base game sees Tension reach After Era C, read references to Liberal as Civil War. Republican and Conservative as Democratic on ● You exhaust the Issues deck in Era C. such cards. ● To play either of the expansion scenarios from 8. Re-shuffle the Action Deck. scratch. 9. In clockwise order, beginning with the President If playing an expansion scenario, see the General Setup and player, each player draws a replacement Action for specific scenario setup information below. each card lost in (7) 10. (optional) To save space you can pick up the map cards and place them in the Resolved Issues box. Continuing the Base Game You no longer need them to resolve Elections. 11. Decide whether to play to the end of Era E or through Era H. Set up a transition from the base game as follows: 12. In case of Civil War. If Tension reaches Civil War, 1. Record Victory Points for all players and the value the next Issue is automatically Initiating Civil War of the Tension Track marker. (D) (even if the triggering Action was the Hartford 2. Remove all decks and discard piles from the board Convention). The Issues deck consists of only the to a nearby place. Era D Issue Cards. Shuffle any Issues remaining 3. Remove all Tax, Tariff and Emergency Bond cards from Eras A-C into the Era E deck. and the base game player aides from play. 13. No Civil War. If you ended Era C without 4. Return all board markers to the supply. triggering Civil War, shuffle any remaining Issue Cards together with the Era D Issue Cards – omit 5. Replace the base game board with the expansion Initiating Civil War – and continue play. If board. Tension later reaches Civil War, retrieve Initiating 6. Place player disks on the VPs track and a yellow Civil War and make it the current Issue. cube on the Tension Track to reflect the values To complete setup continue with General Setup. recorded in (1). 7. Remove from play all Action Cards of earlier Generations you find in the deck and players' hands – repeat when you enter Generations II, III and IV – except: Generation I: ● 5 Coalition Building ● 5 Make an Important Speech Generation II: ● 1 Secession ● 1 Theory of Nullification Applied ● 1 Ugly Words (from the Founding Fathers: plays at a puzzle with candidates including Offices & Statesman expansion) Grant, Sherman, Tilden, and Blaine (whose head is in his hand). – 2 – GENERAL SETUP Follow these instructions both when transitioning from the base game or when playing an expansion scenario. 1. In the Situations section of the Election Table on the board, place a purple cube on each false in the Incumbent column If the value of any of these changes to true, simply slide the cube over. 2. Place five yellow cubes near the Candidates section of the 7 8 Election Table on the board for future use. 3. Place a yellow cube in the status box for each of the following: ● Civil War?: Place a marker on active if you have triggered the Civil War and not yet resolved it. 6 ● South Separated: true if you achieved a South Separated result. ● : true if you resolved this Issue. ● South Wins: true if you achieved a South Wins result. 4. Place an orange cube on the 0 box of the Great War track. 5. Place the Issue, Resolved Issue, Action, and Action discard decks in the corresponding board spaces. 1 6. For each player, add to their Victory Points number their Popularity points on cards and record this number with player disks on the Potential VPs track. Update this track just before each Card Drafting phase and use it to determine the drafting order. 7. Total up each player's votes in Congress and use two of their disks to record it on the Votes in Congress track. Update these counts at any time, but especially before each Election. 8. Count Party Votes. Count the votes in Congress of each in-play Statesman in the Democratic Party and mark this on the Votes in Congress track with a blue cube. Do the same for 4 the Republicans, marking the total with an orange cube. (See Appendix to discover the Parties of the older politicians.) Track changes to these totals as new Statesmen enter and leave play as well as gain or lose Congressional Support. You need these totals to resolve the Election. 9. Party Leaders. Assign the orange Party Leader pawn to the Republican Statesman with the most Popularity and the blue Party Leader pawn to the most popular Democratic Statesman. As usual, break ties in favor of the older Statesman. 10. Place the house markers, the Initiative cards and the Special Envoy Office card in some prominent place, such as the logo. 11. Distribute the play aides. 12. If playing Scenario F, ignore the Tension Track. 13. Read Card Changes and Rules Changes to understand how play changes in Eras D-H.

– 3 – Card Changes

Eras and generations This expansion includes Issue Cards for Eras D-H. As in the base game, when exhausting the Issues deck, shuffle any pending Issues with the next lettered deck. Similarly, this expansion includes Statesmen and Action Cards for Generations IV-VI. As in the base game, when exhausting the Action deck, shuffle the Action with the next numbered deck. 5 Parties Rather than Liberal and Conservative, beginning with Era D, Statesmen belong to the Democratic or Republican Parties. Republicans are red, Democrats blue. Many older Statesmen show a blue D to indicate a Democrat or an R to indicate a 2 Republican. For those that lack Party designations, discover the Party in the Appendix and indicate the it by placing a blue cube on each Democrat and an orange cube on each Republican. Offices Admiral The revelation of the first Issue Card to name this Office creates it, automatically. You can only assign it to a Statesman having Military Ability and, unlike other Offices, only when the President makes it a Responsible Officer for an active Issue that 3 5 requires it. Like the General, you can change the Admiral when the new appointee has higher Ability or the holder is not of the President's Party. If no Statesman qualifies for the Office, all Statesmen other than the President and Vice President are eligible until one does qualify. If all such Statesmen are already holding an Office, the President decides which of them must take this Office instead. In the unusual event that at the start of The Issues a Statesman is 5 5 serving as both Admiral and General, they must resign one of these Offices at that time. You cannot then appoint an Admiral until an Issue requiring it appears. Single Officer with Multiple Offices on an Issue Should, for example, a Statesman hold more than one Office simultaneously – for example Admiral and General – and an Issue – such as the Spanish-American War – that requires both Offices arise, the Officer applies their Ability only once and receives only one Popularity reward/penalty. If the Admiral and General are the same and you are using the Variable Outcomes rules, the officer is vulnerable to death for both offices, but receives rewards only for one (player's choice). Special Envoy Like the Admiral, in Era D and beyond, you can only appoint the Special Envoy just before the President assigns an Issue to that Office. Big Oil reaches its tentacles around Congress, the State House, industries, the and even to Europe. – 4 – Missing Officers revealed in this process back into the deck. The Offices Attorney General, Postmaster General, 3. If you earlier removed Issues requiring the Civil Secretary of the Navy and Secretary of the Interior are part War for any of the following reasons: of the Founding Fathers: Offices & Statesman expansion. If ● you entered Era D without Civil War these Offices are not available, any Issue requiring one or ● the South won the war more of them is the responsibility of the Replacement ● the South separated peaceable Officer listed below: (under the Special Issue Handling rule below) then Listed Office Replacement Officer shuffle the removed Issues that belong to Era D into the current deck and shuffle the rest into the next Attorney General President Issues deck. Postmaster General President 4. While the Civil War is active the rule that the President can assign “only one Office to a member Secretary of the Navy Secretary of War of the other Party” does not apply. Secretary of the 5. Also, a Presidential nominee can choose a Vice Secretary of State Interior Presidential running mate from the other Party, so long as they have not been already chosen by the other Party. During the Civil War they need not Issues come from the Northeast and if the President dies, their party are still the incumbents for the next Illness icon. Upon revealing the Illness icon, roll the Election. die to determine a faction randomly. Roll again to determine randomly a Statesman from among the six oldest Special Issue Handling If Lost/No Civil War in the faction. Place 3 red cubes on the Statesman, who is ill In Era D or later, use the following rules if any of the and now has an Ability of value 0. If the Statesman is an following situations apply: appointed Officer, the President can appoint a replacement. ● the Civil War has not occurred because Tension has (As usual, the replacement does not receive the Office not reached a sufficient level or because the South perquisites.) At the end of The Issues the ill Statesman dies. separated peaceably; Civil War Begins ● you achieved a “South Wins the War” result. When Civil War begins execute the following: In either of these situations you will be unable to consider a 1. Remove the Southern States from play. These large number of Issues – labeled (CW) – because their States are AL, AR, FL, GA, MS, NC/SC, TN, TX requirements are not met. When encountering any of these and VA. Issues for the first time, process any Hand of Time events 2. Apart from the three types of exceptions below, and then remove the Issue from play. score any Statesmen that hail from these States, or KY, and remove them from play, including such If this Issue causes Tension to reach Civil War, the following Statesmen in players' hands. apply: ● A sitting President from a Southern State. 1. The next Issue is automatically Initiating Civil War; They stay with their faction and remain in the Civil War is active. Office. Treat as if from Maryland for the duration of the war. 2. Set the existing Issues deck aside temporarily. ● , , Andrew 3. Form a new Issues deck using just the three cards Johnson. “The War in the West”, “Lee Moves North” and “Lee Defiant”. ● A Statesman with the special ability Returns after Civil War won converts Popularity to 4. Re-introduce the previously existing deck when one Victory Points, loses all cubes and returns to of the following conditions applies: hand, counting against the hand limit. They ● you resolve the Lee Defiant Issue; add the can return to play if you re-admit their State. previously-removed CW Issues back into the For each card lost, the player draws Action deck deck after you do. cards, adding the first Statesman from an in-play ● the South Wins the War result occurs State to their faction. Each player finds all their Note: This can result in fewer than the usual number of replacements in clockwise order, beginning with the Issues being drawn for the turn. President player. Then shuffle any other cards you – 5 – Issue Result Keywords Tariffs and Bonds from play. Ignore any card instructions Certain Issue results include keywords such as “Long-term that instruct changing the Revenue or Reserves tracks. Economy”, “Short-term Economy”, “Policy Change”, Initiative Cards “Foreign Success”, etc. These refer to the next Election. Initiative Cards are similar to Taxes. From the start of Era D When such a keyword appears in an implemented result, the President treats them as Issues that are always available place a cube on the true portion of the Situations section to pass or repeal, but only once per term. The President can corresponding to the keyword. take up an Initiative in the middle of an ongoing Issue. Six-Year Term On the turn that this change goes in effect, a sitting States President who has not yet been elected twice can still run for Included are a new version of the New England State Card Office. You cannot run for Office using Four More Years, and several State admission Issues. Replace the originals Take World Tour or A Third Term when Six-Year Term is with these. In addition, if you admit West , place it in effect. in Virginia's location and move Virginia directly east of it. Example: Vice President Roosevelt takes Office due to death of the President and wins the next Election. During Player Notes this term Six-Year Term passes and he wins Election The most significant departure from Founding Fathers, again, this time to a term of 6 years, after which he must and the one requiring the most adjustment in player retire. thinking is the Election. Changes to the Party in power When drafting cards, the second round occurs in the same were rare in this period and the Election rules reflect that. order as the first. When there are more than four players Cleveland sneaked in a couple of times and Wilson at the those drafting earlier receive two cards, the rest only one. end, but otherwise Republicans blanketed the period. National Heroes They had been on the right side of the Civil War and thus Some Issue results award the title “National Hero” to certain carried all of that prestige, at least in the North. As Offices Office holders. When this occurs, indicate it by placing a still go to the President's Party, players with Democratic red cube in the upper right corner of the Statesman's card. factions face a significant decision. They can start playing along by taking Republicans into their factions or they can Great War Issues work for an overthrow, which means getting cards that The Difficulty and Popularity values for Issues labeled affect the Election and timing their play with events and “Great War” depend on the number of such Issues that have with the plays of like-minded others. It's more tricky than already appeared, not including the Issue currently under the Newspapers were because it's much less in the open. consideration. Track the number of such Issues on the Great Players in this position should try not to be too picky War track. (The track also shows the Difficulty and about which one actually gets the Presidency. Just having Popularity numbers.) On the Issue Cards the letter “n” a same Party President is a great boon to all your corresponds to this number. Statesmen all by itself. Once your Party is in power it Example: The “Sinking of the Lusitania” happens to be tends to stay that way and most likely the Presidency will the third Great War Issue to appear. It has a Difficulty of come your way eventually. 11–n for entering the war, but a Difficulty of n+1 for Players looking for a special in-game challenge can try to avoiding it. Since there have been 2 previous Great War win an Election with all thirteen conditions in their favor. Issues, the value of n is 2 and the Difficulty of this Issue From 1860-2012 it has only been done once, in 1904 by is 9/3. Similarly, the Popularity of this Issue is n–2/3–n/- . 1, which translates to 0/1/-1. Deaths tend to come fast and furiously in the new eras. As a consequence, Presidents may want to appoint their older Taxes and Initiatives Statesmen to jobs right away, even if there is no relevant Taxes Obsolete Issue yet. If they wait until the end of the term they may With the explosive growth of the economy during the Civil already be gone. At the same time, jobs like Secretary of War and afterward, economic collapse ceased to be a the Interior and Postmaster General are great for your danger. The Union went deeply into debt and carried youngest faction member as the extra Influence can help comparatively huge deficits, but was never in any danger in recruiting Congressional support that might just last for thereby. By the time of the Arthur administration, there was a very long time. As for a job to give away to another a surplus of $100 million. Consequently players no longer faction, Chief Justice, which gives no Popularity, is a great trouble themselves with such Issues. candidate. Try to pick a very old Statesman in hopes that With the beginning of Era D, remove the existing Taxes, he won't hold it all that long.

– 6 – Rules Changes

The base game rules are intact, except as changed below. Regime Change The player controlling the President can win the game instantly by declaring a Regime Change during The Issues. In addition to holding the Presidency, the player must have thirty The Issues or more Victory Points than the next highest-scoring player, taking into account Popularity on Statesmen. Treat the proposal as an Issue for the President and Congress having a Exit Era D only in Peace Difficulty of 5. If passed, the game ends in victory for the President player. If it fails to pass, the President loses 1 If the Civil War is active, do not introduce the Era E deck, Popularity. The President cannot delegate this Issue to the Vice but simply re-shuffle the existing cards to reform the Issues President and can only propose it once per term. deck. This can legally result in fewer than the usual number of Issues for the turn. Double Hand of Time Issues The Treasury Some Issues display two Hand of Time icons. To resolve such a card, resolve a first Hand of Time event completely and only when this is complete, roll to resolve the second of Once you reveal the first Era D Issue Card do not perform this Hand of Time event. phase anymore. Impossible Issues If the requirements for a particular Issue can never occur, remove it from play. For example, Bleeding The Election requires that you have failed or ignored the Prevent Kansas-Nebraska Act Issue. If, however, you resolved this Issue, can never meet its requirements. Just Once an Era D Issue Card has appeared, replace the existing remove it from play. Election rules with the following. Ignore any card instructions Succession Act Issue that specify changes to the Public Support or Fund Newspapers tracks. If the players resolve the Succession Act Issue, when the President dies and there is no Vice President, do not follow the base game rule to determine the new President. Instead, The Election Procedure the first living Office holder in this list becomes President: 1. Play Action Cards 1. Secretary of State 2. Termed-out President Retires 2. Secretary of Treasury 3. Incumbent Party Chooses Nominees: ● 3. Secretary of War Presidential Nominee ● Vice Presidential Nominee 4. Attorney General (if in play) 4. Challenger Party Chooses Nominees: 5. Postmaster-General (if in play) ● Presidential Nominee 6. Secretary of the Navy (if in play) ● Vice Presidential Nominee 7. Secretary of the Interior (if in play) 5. Determine the Winner 8. Secretary of Agriculture (if in play) 6. Reset the Election Table To support this rule, once players have resolved the In detail: Succession Act Issue, Statesmen no longer resign their Offices at the start of The Issues phase. Instead, place a red 1. PLAY ACTION CARDS cube on each Partisan Office to indicate that the Officers are In this simultaneous phase for all players, anyone can play on their way out. They cannot perform any action related to Action Cards that affect the Election Table. When no one their Offices, apart from succeed to the Presidency, unless else wishes to play any cards, the phase is over and no one reappointed. – 7 – can play such Action Cards until the Election is over. At this , becomes the nominee instead, and the Party time if Tension is 4, set Third Party to true. has neither Charisma nor National Hero status. 2. PRESIDENT RETIRES All Party Members in Same Faction – Should all of the Any twice-elected sitting President converts Popularity Statesmen (not just potential nominees) be in a single cubes to Victory Points and exits the game. A President who faction, a nomination fight occurs within that faction. The has served fewer than two terms can choose to retire at his player rolls a die for each Statesman within 2 Popularity of time, perhaps to satisfy a one-term pledge. the Party Leader and the one with the highest total is the nominee. Resolve ties as in the multi-faction case (above). 3. INCUMBENT PARTY CHOOSES NOMINEES In this case, National Hero status or having Charisma adds 2 The Incumbent Party is the one that most recently held the to a Statesman's roll. Presidency. They choose nominees from among the active Two-Time Losers politicians in their Party. Hint: As a memory aide, place an If using the Two-Time Losers rule from the Offices & orange cube left of the Republican nominee and a blue cube Statesmen expansion, make the following change starting left of the Democratic nominee. with Era D. A politician can no longer remove a ring by Presidential Nominee – If the sitting President reached declining to run for President. Even if you do not choose the Office via Election and does not immediately retire (for ring holder to run for President, they retain any rings. It is example, to fulfill a commitment to serve only one term), still true that the holder of two rings cannot run for they are automatically the nominee, even if not the Party President. If this means there is no legal candidate for Leader. President, the player who controls the Party Leader chooses Smoke-filled Rooms – Otherwise, the player controlling the any politician in the Party, excepting those holding two Party Leader and the players controlling candidates within 2 rings. of them in Popularity discuss which candidate should be the Vice Presidential Nominee – The Presidential nominee nominee. If these players can unanimously agree on one of chooses their Vice Presidential nominee from among the these candidates, or on a Statesman who would not Statesmen in their Party. The nominee must come from a otherwise be a candidate, this Statesman is the nominee. section that ensures that exactly one of the Party's Example: Rutherford B. Hayes, having Popularity 5, is candidates hails from the Northeast. That is, if the the Republican Party Leader. James G. Blaine has Presidential nominee is from Northeast, the Vice Popularity 4 and Roscoe Conkling Popularity 3. Since Presidential nominee must not be. Conversely, if the both are within 2 either one is eligible to become a Presidential nominee is not from the Northeast, the Vice nominee. James A. Garfield has Popularity 2; since this Presidential nominee must hail from there. If there are no is more than 2 less than Hayes' Popularity, Garfield is available Statesmen who meet the requirement, any other out of consideration. Statesman of the same Party suffices. If there is no other The Hayes, Blaine and Conkling players discuss what to Statesman of the same Party who can serve as the Vice do. Hayes and Blaine both think they should be the Presidential nominee, the other Party automatically wins the nominee. Conkling suggests they nominate Grant, a Election, unless it too has no Vice Presidential nominee National Hero. Blaine replies that he himself already has available, in which case the game ends Charisma, which is just as good. Hayes doesn't care for without a winner. Hint: As a memory aide, place an orange this kind of talk and demands a Nomination Fight. cube left of the Republican nominee and a blue cube left of the Democratic nominee. Nomination Fight – But if even one of these players does not agree, each player rolls a die for one of their qualifying Note: For purposes of the game the Northeast includes Statesmen and adds the Statesman's Popularity. The one these States (some of which may only appear in later having the highest total becomes the nominee. If there is a expansions): CT, DC, DE, MA, MD, ME, NH, NJ, NY, PA, tie, the not tied contender with the highest total is the RI, VT, WV. nominee. If all of the contenders are involved in a tie, the In Era D and later, at the moment the Chief Justice oldest Statesman tied for the highest total (there might be becomes a nominee for President or Vice President, they multiple ties) is the nominee. automatically resign the Chief Justice Office. Example: Since they are unable to reach agreement, Hayes, Blaine and Conkling must resolve a Nomination Fight. Each rolls the die. Conkling gets a 6, Blaine a 5 and Hayes a 4. Adding these numbers to their Popularity levels, each player has a 9. Consequently, none of them are a nominee and much to his surprise, Garfield, a true

– 8 – 4. CHALLENGER PARTY CHOOSES NOMINEES Northeast, their Vice Presidential becomes Vice As for the Incumbent Party. President. 5. DETERMINE THE WINNER 3. If the new President does come from the Northeast and the Presidential nominee from the a. Adjust the Candidates section. other Party also comes from the Northeast, they Place a cube in each row in this section. Determine become Vice President, unless they were the whether it should be in the true or the false box as previous sitting President, in which case they follows. retire instead and there is no Vice President until the next Election. Incumbent Party has more votes in Congress. 6. RESET THE ELECTION TABLE If the Incumbent Party has more Votes in Congress a. Set all cubes in the Situations section to false. (including house markers) mark this row true; otherwise false. b. Clear all cubes from the Candidates section. No incumbent intra-Party competition. High Tension Election When using these rules from Offices & Statesmen, after a If the Incumbent Party did not roll dice to determine the High Tension Election if Civil War has not occurred, reduce nominee, the value of this row is true. Exception: if Tension by 1. there was no dice roll because the nominee is a sitting, previously-elected President, but there is at least one Statesman in the Party whose Popularity is two less than the President's, or more, this row's value is false. The People

Incumbent candidate is sitting President. Influence Shortage If the incumbent candidate is currently President, that is, If there is not enough Influence to supply every player, the a President running for re-election, even if they Party Leaders and any special abilities, supply only the Party succeeded to the Office upon the previous President's Leaders and Statesmen who are to receive Influence via death, this row's value is true. special ability. If all of these cannot be satisfied, do not supply any Influence at all for the turn. If there are not Incumbent candidate has Charisma or is National enough green cubes at other times, every faction that has at Hero least one returns it to the supply. Repeat this until you If the incumbent candidate has the Charisma special satisfy the current need. ability or has been awarded a National Hero red cube, Age Restriction on Playing Statesmen set the value of this row to true. As the game can stretch over many generations, players Challenger candidate has Charisma or is National must track the youngest Statesman to have been struck by Hero the Hand of Time. (Hint: place the Statesman card in a prominent place with a black cube on top.) A player cannot If the Challenger Party candidate has the Charisma play a Statesman who is older than this one. special ability or has been awarded a National Hero red If a player finds such a card in hand, remove it from play cube, set the value of this row to true. and draw a replacement card from the Action deck. If you b. Count Cubes. reveal such a card during drafting, remove it from play and When you have placed all 13 cubes on the Election draw a replacement. Table, if the Challengers have 6 or more cubes in their Drafting 2 Cards in 3-player Matches column, their candidates become President and Vice In three-player matches, each player drafts two cards rather President. Otherwise the candidates of the Party than just one. Draft these cards in the usual order, but two at currently holding the Presidency win these Offices. a time. In addition each player can hold four rather than Note: As in the base game, award the Office Cards and three cards in hand. Popularity cubes to the winners and score and retire a sitting President who does not win. Drafting and the O&S Expansion Twelfth Amendment – If you have not resolved this This rule ensures sufficient entry into Deck VI. Issue, apply the following to the Election results: When using the Offices & Statesmen expansion and playing 1. Elect the same politician President as before. a grand match from Eras A through H, only, draw 8 rather 2. If the new President does not come from the than the usual 7 cards for drafting. – 9 – Action Types Office, so long as a possible replacement is available The Whip Up Support and Fund Newspapers action types without reappointing any of this term's Officers and without are no longer available. violating the usual rules regarding Partisan Office appointments. Any replacement Officers do receive the Build Congressional Support customary Popularity/Influence awards. This is a new Action type. You can perform this Action during a normal player turn or as the sole Action during the extra Initiative. You can use this rule during Eras A-C as well as in the new Eras in this game expansion (start Era A Scenarios with 2 houses; add 1 upon entering each new era). Resolve this action as follows: 1. Designate a Statesman. Scenario D: Civil War 2. Spend 1 Influence Point. This scenario begins March 4, 1861 with the D Issues and 3. Roll the die. through at least the end of the E deck (Reconstruction). 4. Optionally, spend extra Influence to increase the Players should agree in advance whether or not to also play result, adding 1 for each IP spent. On a result of 4-6 through the rest of the decks (recommended). the Statesman receives 3 more votes in Congress. Issues: Begin with just the D deck.Tension is Civil War. 5. Denote this by adding a house marker to the Initiating Civil War is the first Issue. Statesman's card and adding 3 to the faction's Votes in Congress total. (Update the Party Votes total as Disposition of Previous Issues: well.) Eras A and B: as described in Scenario C This marker remains with the Statesman indefinitely; return Era C: it to the supply should the Statesman die or retire. Bleeding Kansas Failed The house markers are countermix-limited. If the supply is Buy Western Lands from Resolved empty when a player gains one, they steal a house marker End Slave Auctions in the Capital Resolved from any other Statesman. When a State Admission Issue Extend Slavery to Southwest Resolved adds a house marker to play, it occurs even if you do not Resolved admit the State. Independent Treasury System Resolved Mexican-American War Resolved A Death Open Relations with Japan Resolved Should the President die and their replacement come from Resolved B the other Party, reset the Election Table immediately after Ostend Manifesto Ignored the successor takes Office. Prevent Fugitive Slave Act Failed Beginning with Era E, when a President dies in Office, if the Prevent Kansas-Nebraska Act Ignored successor is not of the same Party, they may immediately Third War Resolved relieve anyone not of the President's Party of their Partisan Webster-Ashburton Treaty Resolved

VARIABLE OUTCOMES OPTIONAL RULE ROLL RESULT > If the final total is With this optional rule you can generate variable outcomes for major War 1 -2 -1, apply the Failed Issues. instructions on the 2 -1 card plus any When using this rule, display the Variable Outcome Cards for the Era 3-4 0 additional instructions prominently. When an Issue appears that matches one of these cards and the 5 1 on the Variable President decides to resolve it using the first option, replace the usual Outcome card. procedure with the following: 6 2 > If the final total is 0 1. It is no longer necessary for Ability plus Influence to equal or exceed or 1, apply the successful resolution the Issue Difficulty (though it may be a good idea). instructions on the Issue Card plus any additional instructions on the Variable 2. You can spend more IP than Difficulty would require. Outcome card. 3. When resolving the Issue, instead of applying the results indicated on > Otherwise, follow the instructions on the the Issue Card perform the following: Variable Outcome card. a) Add Ability to Influence spent. Some Variable Outcome card results include a blank square at right. b) Subtract Difficulty. If you achieve such a result, it could affect future play. Place any c) Roll a die to modify the total as follows: cube on the square and place the card in clear view as a reminder.

– 10 – Persisting played Actions 3rd player (Democrats): Roger B. Taney (II), ✔ Theory of Judicial Review (II) (has 1 Congress house), Stephen Douglas ✔ Amos Kendall (III), George B. McClellan (III) ✔ Established 4-player game: ✔ Jessie Benton is married to John C. Frémont 1st player (Administration): Winfield Scott (Generation Map II), Charles Francis Adams (III), (III), (III) Place all Original States plus the following: 2nd player (Liberals): (II), William A – , , ; Seward (III), Salmon P. Chase (III), John C. B – , Arkansas, , , , Frémont (III) , , Mississippi, ; 3rd player (Northern Democrats): Lewis Cass (II) (has 1 C – , , , , Oregon, Texas, Congress house), Stephen Douglas (III), . George B. McClellan (III), 1 random Congress Houses. Start with 5 House markers. Statesmen 4th player (Border State Democrats): Roger B. Taney Statesmen in play at start (II), John Bell (III), (III), ● No Generation I and II Statesmen except Montgomery Blair (III) ✔ * 5-player game: ✔ George M. Dallas 1st player (Administration): Winfield Scott (Generation ✔ Lewis Cass II), Abraham Lincoln (III), 1 random ✔ Roger B. Taney Statesmen nd ✔ Thaddeus Stevens 2 player (): Thaddeus Stevens (II), ✔ * Hannibal Hamlin (III), John C. Frémont (III) rd ✔ Winfield Scott 3 player (Northern Democrats): Lewis Cass (II) (has 1 Congress house), Stephen Douglas (III), ● All Generation III Statesmen except George B. McClellan (III) ✔ 4th player (Border State Democrats): Roger B. Taney ✔ (II), Andrew Johnson (III), Montgomery Blair ✔ (III) th Other Action Cards removed from play 5 player (Moderate Republicans): Salmon P. Chase All Generation I Actions except: (III), William Seward (III), Charles Francis Adams (III) ● Coalition Building (5) ● Make an Important Speech (5) 6-player game: st All Generation II and III Actions except: 1 player (Administration): Winfield Scott (Generation II), Abraham Lincoln (III), 1 random ● Draft Riots (new card) Statesman ● Ugly Words* 2nd player (Radical Republicans): Thaddeus Stevens (II), * From Founding Fathers: Offices & Statesmen Hannibal Hamlin (III), John C. Frémont (III) rd Actions. When the Actions deck exhausts, add in the cards 3 player (Northern Democrats): Lewis Cass (II) (has 1 from the next Generation and re-shuffle. Congress house), Stephen Douglas (III), George B. McClellan (III) Offices. All Offices are in play except the Admiral and 4th player (): (III), Secretary of Agriculture. Alexander Stephens (III), John C. Influence. Each player begins with 3 Influence Points in the Breckinridge (III) th faction supply as usual. 5 player (Border State Democrats): Roger B. Taney (II), Andrew Johnson (III), Montgomery Blair 3-player game: (III) st 1 player (Administration): Winfield Scott (Generation 6th player (Moderate Republicans): Salmon P. Chase II), Abraham Lincoln (III), Montgomery Blair (III), William Seward (III), Charles Francis (III), 1 random Statesmen Adams (III) 2nd player (Liberals): Thaddeus Stevens (II), Salmon P. Chase (III), Hannibal Hamlin (III), John C. Deal each player 2 Action Cards at start as usual. Frémont (III) – 11 – Starting Offices: Lee Defiant Resolved President: Abraham Lincoln (has an Elected pawn) Lee Moves North Resolved Vice President: Hannibal Hamlin Transcontinental Railroad Resolved Chief Justice: Roger B. Taney War in the West Resolved General: George B. McClellan Era E: All other Offices are vacant. Alaska Purchase Resolved Gold Resolved B The following Statesmen receive the listed number of extra Ending Reconstruction Resolved Popularity cubes (consider these cubes as printed on the GA, MS, TX, VA Re-admitted Resolved card and deduct again when turning Popularity into Victory Gold Standard Resolved Points): Great Railroad Strike Resolved ● Abraham Lincoln +3 Long Depression Resolved A ● Stephen Douglas +3 More Re-admissions Resolved ● George M. Dallas +2 Reconstruction Resolved ● Winfield Scott +2 Reconstruction Amendments Resolved ● Hannibal Hamlin +1 Six-year Term Shuffle in ● John C. Frémont +1 South Resists Resolved ● Lewis Cass +1 Tennessee Re-admitted Resolved Treaty of Washington Resolved ● George McClellan +1 Underground Railroad Remove Hint: place these Popularity cubes just to the left side of the card to remind you of their status. Persisting played Actions ✔ Theory of Judicial Review Determine Party Leaders per original rules (page 12). ✔ Amos Kendall The following Statesmen receive the listed number of extra ✔ Republic of Texas Established Influence cubes: ✔ Jessie Benton is married to John C. Frémont ● Abraham Lincoln +1 Map ● Jefferson Davis +1 As in Scenario D plus add: ● William Seward +1 D – Kansas and ; ● Salmon P. Chase +1 E – , Nebraska, Nevada and Washington; ● Alexander Stephens +1 F – Montana, North and South Dakota. If using the Ladies & Orators expansion, the following Congress Houses. Start with 7 House markers. Statesmen have a black ring: John C. Frémont, Lewis Cass, Stephen Douglas, Winfield Scott. Statesmen in play at start Begin with The Issues and end with an Election, even if ● No Generation I and II Statesmen fewer than 4 Issues remain. ● No Generation III Statesmen except ✔ Alexander Stephens* Scenario F: Gilded Age ✔ Allen Thurman This scenario begins March 4, 1881 with the F deck and ✔ Benjamin F. Butler continues through at least the end of the G deck ✔ Charles Francis Adams* (Imperialism). Players should agree in advance whether or ✔ Hannibal Hamlin not to also play through the H deck (Great War) as well ✔ * (recommended). ✔ John C. Frémont Issues: Begin with just the F deck. ✔ Samuel Tilden Disposition of Previous Issues: ✔ Thomas Hendricks ✔ William Sherman Eras A and B Issues: as described in Scenario C ✔ William Wheeler Era C: as described in Scenario D ● All Generation IV Statesmen except Era D: ✔ Rutherford B. Hayes Emancipation Proclamation Resolved * From Founding Fathers: Offices & Statesmen Initiating Civil War Resolved – 12 – Other Action Cards removed from play: 3rd player (): Charles Francis Adams (III), All Generation I Actions except: William Wheeler (III), (IV), ● Coalition Building (5) (IV) th ● Make an Important Speech (5) 4 player (Bourbon Democrats): Horatio Seymour (III), Samuel Tilden (III), Benjamin F. Butler (III), All Generation II and III Actions except Ugly Words (II). (V) All Generation IV Actions except: 5th player (Southern & Western Democrats): Alexander ● Black Friday/Gold Ring Scandal Stephens (III), Allen Thurman (III), Thomas ● Crédit Mobilier Scandal Hendricks (III), William English (IV) ● Impeach the President 6-player game: ● 1st player (Western Republicans): William Tecumseh ● New York Customs House Ring Sherman (III), (IV), James G. ● Suffrage Blaine (V), James A. Garfield (V) nd ● Whiskey Ring 2 player (): Hannibal Hamlin (III), Levi P. Morton (IV), Chester A. Arthur (V), Roscoe Actions. Begin with the Era IV deck plus the cards carrying Conkling (V) over from earlier Eras. When the Actions deck exhausts, add 3rd player (Mugwumps): Charles Francis Adams (III), in the cards from the next Generation and re-shuffle. William Wheeler (III), Schuyler Colfax (IV), Offices. All in play except the Secretary of Agriculture. Carl Schurz (IV) 4th player (Bourbon Democrats): Horatio Seymour (III), Influence. Each player begins with 3 Influence Points in the Samuel Tilden (III), Benjamin F. Butler (III), faction supply as usual. Grover Cleveland (V) 3-player game: 5th player (Western Democrats): Allen Thurman (III), 1st player (Republicans): Thomas Hendricks (III), William English (III), Schuyler Colfax (IV), James G. Blaine (IV), (IV) (V), James A. Garfield (V) 6th player (Southern Democrats): Alexander Stephens 2nd player (Mugwumps): Charles Francis Adams (III), (III), (IV), L.Q.C. Hannibal Hamlin (III), William Wheeler (III), Lamar (IV), Thomas F. Bayard (IV) Chester A. Arthur (V) Deal each player 2 Action Cards at start as usual. 3rd player (Democrats): Horatio Seymour (III), Alexander Stephens (III), Allen Thurman Starting Offices: (III), Samuel Tilden (III) President: James A. Garfield (has an Elected pawn) 4-player game: Vice President: Chester A. Arthur 1st player (Republicans): William Tecumseh Sherman General: William Tecumseh Sherman (III), Schuyler Colfax (IV), James G. Blaine All other Offices are vacant. (V), James A. Garfield (V) The following Statesmen receive the listed number of extra nd 2 player (Mugwumps): Charles Francis Adams (III), Popularity cubes (consider these cubes as printed on the Hannibal Hamlin (III), William Wheeler (III), card and deduct again when turning Popularity into Victory Chester A. Arthur (V) Points): rd 3 player (Bourbon Democrats): Horatio Seymour (III), ● Carl Schurz +1 Samuel Tilden (III), Benjamin F. Butler (III), ● Charles Francis Adams +1 Grover Cleveland (V) ● Chester A. Arthur +1 4th player (Southern & Western Democrats): Alexander Stephens (III), Allen Thurman (III), Thomas ● Hannibal Hamlin +1 Hendricks (III), William English (IV) ● James A. Garfield +3 ● John C. Frémont +1 5-player game: ● Samuel Tilden +2 1st player (Western Republicans): William Tecumseh ● Sherman (III), John Sherman (IV), James G. Schuyler Colfax +1 Blaine (V), James A. Garfield (V) ● William Tecumseh Sherman +3 2nd player (Stalwarts): Hannibal Hamlin (III), Levi P. ● William Wheeler +1 Morton (IV), Chester A. Arthur (V), Roscoe ● Winfield Scott Hancock +1 Conkling (V) – 13 – Hint: place these Popularity cubes just to the left side of the squarely on the Issues. Remove the possibility of Election card to remind you of their status. mishaps and the randomness of the newspaper system. Determine Party Leaders per original rules (page 12). There is still some unpredictability because of the Action Cards, but now for the most part what the President does in The following Statesmen receive the listed number of extra Office directly affects their chances and those of their Influence cubes: successors. ● Chester A. Arthur +1 The Election system of Founding Fathers, interesting as it ● Roscoe Conkling +1 might have been with the larger number of States, had to If using the Ladies & Orators expansion, the following give way. It was no longer sufficient to model the elections Statesmen have a black ring: George B. McClellan, Horatio of the period anyway, and with so many States it probably Seymour, John C. Frémont, Samuel Tilden, Winfield Scott would take up too much time as well. The pattern-matching Hancock. theory published in the book The Keys to the White House by Allan Lichtman inspired the new system. This 1981 Begin with The Issues and end with an Election, even if theory has successfully explained or predicted every fewer than 4 Issues remain. presidential election since 1860 and will probably work for 2016, 2020, etc. The taxation system also fell by the wayside, primarily because the research showed that the economy had grown so large and robust that really there the chance it would fail was too small to be worth modelling. Indeed, at one point after the Civil War there had been complaints that the government took in too much money “and shouldn't taxes be Design Notes reduced a bit?”. Since in this period the two political parties finally solidified I saw no reason not to take advantage and changed the Statesmen classification system accordingly. The number one question for this game was whether to The Civil War presented difficulty as it does not fit neatly create it at all. I certainly resisted for quite a long time. It's a into the four-year model; the initial plan was simply to skip more obscure period and one that, as Dr. Clarence B. Carson over it, but the challenge proved irresistible, especially as it – my primary guide for the original Founding Fathers – represents one of the last chances for the nation to fail. Thus points out, is more about the growth of industry and the very short D era, representing the Union side of course, technology than politics. A railroad game might make for a arose. Following are four eras that correspond to, in order, better representation. But I eventually realized that we have Reconstruction, the Gilded Age, Imperialism and the First plenty of those already, but nothing that really throws light World War, the last because otherwise the war Issues, which on the politics of the period. In particular, the Civil War can end the game, might appear too soon. opened a new chapter in the size of government and what it America in the Gilded Age expected its president to be could attempt to do, which no doubt spurred the tremendous good, not great. In fact, Congress became pre-eminent and growth in industry, all of which began the road to the the president simply a manager. As a dramatic example, present super-state, that Jefferson disdained, but which was President Garfield was shot and terribly ill all one summer, no doubt in Hamilton's vision. But what were the yet the country continued along as normal. Things started to consequences for the politics of the nation? It was a time change with Cleveland, who vetoed more often than all his when “the large business interests of the nation received predecessors put together. The war with Spain and then favorable consideration from the man in the White House Germany solidified the ascendancy of the executive branch while the farmers and workers had to resort to dramatic that it maintains to this day. demonstrations to make their voices heard, or else express themselves through third parties.” A chance to both study Rick Heli, Mountain View, California, 2015 and throw light on all of this was too good to miss, especially as advances in technology are providing echoes of the Gilded Age in our own times. Founding Fathers: Civil War & the Gilded Age is a Rick Heli But I didn't want this game to simply repeat the base game. design. Graphic design by Luca Cammisa. Instead I challenged myself to make a similar sort of game, Thanks to Scott Grattan, the Portland playtesters: Heidi Guenin, Tripp Ritter, Jim Snell, Ken Southerland, Benoît Veillette, Peter yet also provide a somewhat different experience, a different Martin, Jonathan Hobratsch, John Boswell, Thomas Edsall, David take. I decided that instead of adding a lot of different Lowther, Peter Martin, Peter Putnam, and especially, John Weber. subsystems, instead I would focus almost everything – 14 – Player Changes for the Solitaire Variant ELECTION REMINDERS When it is necessary to draft the Admiral or Special Envoy, If not nominating a sitting President: the player who least recently drafted an Office has the first ● Player controlling the Party Leader and the players chance to take it. controlling candidates within 2 of them in If the Opponent's Presidential candidate is from the Northeast, Popularity discuss which candidate should be the it chooses a running mate from outside the Northeast. If the nominee. Presidential candidate is not from the Northeast, it chooses a ● running mate who is. If these players can unanimously agree on one of these candidates, or on a Statesman who would not Unless it has all the Congressional houses, if the Opponent otherwise be a candidate, this Statesman is the can spend 2 IP, it spends 1 and attempts to Build nominee. Congressional Support on behalf of its youngest Statesman. If it would take the total to 4, it spends 1 IP to do so. If it must ● Otherwise, each of these players rolls a die for one steal a Congress house it takes from the youngest opposing of their qualifying Statesmen and adds the Statesman who has one. Statesman's Popularity. The one having the highest total becomes the nominee. If there is a tie, the not October Surprise optional rule tied contender with the highest total is the nominee. Players who want more variability in the Elections can use If all of the contenders are involved in a tie, the this rule. Immediately after the Challengers have determined oldest Statesman tied for the highest total (there their Nominees, roll a die and consult this table: might be multiple ties) is the nominee. 1: Policy Change is true 2-3: No effect 4: Scandal is true 5: Scandal, Third Party are true NORTHEASTERN STATES 6: Scandal, Third Party are true, No Incumbent CT, DC, DE, MA, MD, ME, NH, NJ, NY, PA, RI, VT, WV Competition is false Beginning Statesmen for Solitaire/Two-player Variant APPENDIX Scenario D Political Parties of Early Statesmen Use this table to determine the political Parties of any Republican Democratic particularly long-lived Statesman. Hint: place a cube on the center bottom of a Statesman Card to indicate Party, blue for Winfield Scott Roger B. Taney a Democrat, orange for a Republican. Theodore Frelinghuysen Lewis Cass Thaddeus Stevens George M. Dallas ● Bell – Democrat Abraham Lincoln Robert F. Stockton ● Benton, Jessie – Republican Hannibal Hamlin John Bell ● Benton, Thomas Hart– Democrat ● Breckinridge – Democrat Scenario F ● Buchanan – Democrat ● Calhoun – Democrat Republican Democratic ● Cass – Democrat Charles F. Adams Horatio Seymour ● Clay – Republican William Wheeler Alexander Stephens ● Crockett – Republican William T. Sherman Allen Thurman ● Dallas – Democrat James A. Garfield Samuel Tilden ● Davis – Democrat Chester A. Arthur Benjamin F. Butler ● Douglas – Democrat ● Fillmore – Republican ● Frémont – Republican This game is available at The Game Crafter. ● Hamlin – Republican Visit https://upandawaygames.com and search for ● Johnson, Richard – Democrat "Founding Fathers: Civil War & the Gilded Age". ● King, William Rufus – Democrat ● Lincoln – Republican Graphic design by ● Pierce – Democrat ● Polk – Democrat ● Scott – Republican ● Seward – Republican ● Taney – Democrat C ● Taylor – Republican al es ● lv Tyler – Democrat vi m ● n Van Buren – Democrat u a ● Webster – Republican s G