FoundingCivil War and Fathersthe Gilded Age by Rick Heli Rules Book Version 1.1 – May 2019 Introduction 1 The Treasury 7 Activating the Expansion 2 The Election 7 General 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 American Civil War 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 New York 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: Roscoe Conkling 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. ● Gold Standard: 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.
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