52
1 Contents _____________________________1 Credits _____________________________1 1.0 About Rally Round the Flag ® ___________2 1.1 Overview _______________________2 1.2 History _______________________2 1.3 Designer _______________________2 1.4 How to Win _________________2 2.0 Components _______________________3 2.1 Map _______________________3 2.2 Cards _______________________4 2.3 Stands _______________________4 2.4 Tracks and Markers ___________6 3.0 Game Conventions _________________7 3.1 Dice Rolls _______________________7 3.2 Troop Strength Step Losses _____7 3.3 Discipline Checks ___________8 4.0 Game Setup _______________________8 5.0 Sequence of Play _____________________9 6.0 Activating Generals _________________9 6.1 Command Cards _________________9 6.2 Command Event Cards __________10 6.3 Activate a General __________11 6.4 Move the Activated General ____12 6.5 Perform Actions ________________13 6.6 Pass ______________________17 7.0 Battles ____________________________17 7.1 Battle Monument ________________17 7.2 Battle Boards ________________18 7.3 Battle Cards ________________18 7.4 Battle Dice ________________19 7.5 Battle Event Cards __________19 7.6 Resolving a Battle __________20 7.7 Routs from Battle ____________23 7.8 Generals Killed or Wounded ______23 8.0 End of Turn ________________________24 9.0 Battle Example of Play __________________24 9.1 Battle Playthrough ____________24 10.0 Scenarios ________________________30 10.1 Draw, Reserve Decks, Discard Pile __30 10.2 Event Cards __________________30 10.3 There’s the Devil to Pay ______32 10.4 We’ll Fight Them Through the Town _34 10.5 Setting the Pieces ________________36 10.6 Turning the Flanks ________________38 10.7 The Last Act _____________________41 10.8 Hypothetical _____________________44 11.0 Reinforcements and Event Cards ______46 11.1 July 1st Noon __________________46 11.2 July 1st Afternoon ____________46 11.3 July 1st Evening ____________46 11.4 July 2nd Morning ____________47 11.5 July 2nd Noon __________________47 11.6 July 2nd Afternoon ____________47 11.7 July 2nd Evening ____________47 11.8 July 3rd Morning ____________47 11.9 July 3rd Noon __________________47 11.10 July 3rd Afternoon ____________47 12.0 Optional Rules __________________48 12.1 Actions ________________________48 12.2 They Got ‘Round Us! __________________48 Orders of Battle ________________________48 Army of Northern Virginia – Robert E. Lee _____ 48 Army of the Potomac – George C. Meade ______50 Designer’s Notes ________________________51 Contents Game Designer: S. Craig Taylor Jr. Featuring the art of Mort Künstler Developers: Jeff Billings, Mike Billings, Jeff McCulloch Publisher: Jeff Billings Art Director: Becky Siebe Lead Illustrator: Alex Wilcox Graphic Design: Alex Freel Credits Copyright 2016, Lost Battalion Publishing LLC / Images Copyright 2016 Mort Künstler, Inc. Registered Trademark #4898340

Divisional Command Rulebook 2.0 - Lost Battalion Games€¦ · Rally Round the Flag® Division Command is a game that recreates the Battle of Gettysburg fought from July 1st to July

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Page 1: Divisional Command Rulebook 2.0 - Lost Battalion Games€¦ · Rally Round the Flag® Division Command is a game that recreates the Battle of Gettysburg fought from July 1st to July

1

Contents _____________________________1 Credits _____________________________1

1.0 About Rally Round the Flag® ___________2 1.1 Overview _______________________2 1.2 History _______________________2 1.3 Designer _______________________2 1.4 How to Win _________________2 2.0 Components _______________________3 2.1 Map _______________________3 2.2 Cards _______________________4 2.3 Stands _______________________4 2.4 Tracks and Markers ___________6 3.0 Game Conventions _________________7 3.1 Dice Rolls _______________________7 3.2 Troop Strength Step Losses _____7 3.3 Discipline Checks ___________8 4.0 Game Setup _______________________8 5.0 Sequence of Play _____________________9 6.0 Activating Generals _________________9 6.1 Command Cards _________________9 6.2 Command Event Cards __________10 6.3 Activate a General __________11 6.4 Move the Activated General ____12 6.5 Perform Actions ________________13 6.6 Pass ______________________17 7.0 Battles ____________________________17 7.1 Battle Monument ________________17 7.2 Battle Boards ________________18 7.3 Battle Cards ________________18 7.4 Battle Dice ________________19 7.5 Battle Event Cards __________19 7.6 Resolving a Battle __________20

7.7 Routs from Battle ____________23 7.8 Generals Killed or Wounded ______23 8.0 End of Turn ________________________24 9.0 Battle Example of Play __________________24 9.1 Battle Playthrough ____________24 10.0 Scenarios ________________________30

10.1 Draw, Reserve Decks, Discard Pile __30 10.2 Event Cards __________________30 10.3 There’s the Devil to Pay ______32 10.4 We’ll Fight Them Through the Town _34 10.5 Setting the Pieces ________________36 10.6 Turning the Flanks ________________38 10.7 The Last Act _____________________41 10.8 Hypothetical _____________________44 11.0 Reinforcements and Event Cards ______46 11.1 July 1st Noon __________________46 11.2 July 1st Afternoon ____________46 11.3 July 1st Evening ____________46 11.4 July 2nd Morning ____________47 11.5 July 2nd Noon __________________47 11.6 July 2nd Afternoon ____________47 11.7 July 2nd Evening ____________47 11.8 July 3rd Morning ____________47 11.9 July 3rd Noon __________________47 11.10 July 3rd Afternoon ____________4712.0 Optional Rules __________________48 12.1 Actions ________________________48 12.2 They Got ‘Round Us! __________________48Orders of Battle ________________________48 Army of Northern Virginia – Robert E. Lee _____ 48 Army of the Potomac – George C. Meade ______50Designer’s Notes ________________________51

Contents

Game Designer: S. Craig Taylor Jr.Featuring the art of Mort KünstlerDevelopers: Jeff Billings, Mike Billings, Jeff McCullochPublisher: Jeff Billings

Art Director: Becky SiebeLead Illustrator: Alex WilcoxGraphic Design: Alex Freel

Credits

Copyright 2016, Lost Battalion Publishing LLC / Images Copyright 2016 Mort Künstler, Inc.Registered Trademark #4898340

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1.1 OverviewRally Round the Flag® Division Command is a game that recreates the Battle of Gettysburg fought from July 1st to July 3rd, 1863. Each stand represents a brigade of troops, and is commanded by Division, Corps, and Army Generals.

Rally Round the Flag® is designed to focus Players on taking and holding ground. This is represented by controlling the critical road network surrounding Gettysburg. In game terms, this is accomplished by controlling specifi c points along roads called March Circles, whereby Victory Points are scored.

1.2 HistoryIn the summer of 1863, Lee faced a disorganized Army of the Potomac. Major General Joseph Hooker had just been relieved of command and the likely successor, Major General John F. Reynolds, declined command. Lincoln settled on Major General George Meade as the commander of the Army of the Potomac. Oddly, this was a development that General Robert E. Lee was not happy to see. Lee had a level of respect for Meade that was unusual, commenting that if “he” (Lee) “made a mistake Meade would beat him.”

The promotion of a capable Union General in the Army of the Potomac compounded Robert E. Lee’s own command problems in the senior command of the Army of Northern Virginia. With Jackson dead, Second Corps command was assigned to Ewell, who was recently wounded. This change in Generals threw off the precision and timing of the Army 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.

The Area around Gettysburg was known by both Lee and Meade, but the disposition of the Army of the Potomac and the Army of Northern Virginia was not known by either commander at the time of contact. Once both sides made initial contact in the morning hours of July 1st, a race began to see which army could

concentrate on the battlefi eld fi rst and achieve dominance on the prominent terrain. On July 1, 1863, neither army was situated with a clear advantage for control of the battle.

As various corps from each army arrived on the fi eld of battle, problems in command, control, and communications led to badly deployed troops and hesitancy in maneuver and commitment. Control of the two Round Tops (each with an elevation of over 500 feet) left the Army of the Potomac with a better observation of the Confederate deployment and movement. Even so, very poor operational discipline offered up whole regiments from both sides for destruction. Critical Areas of the battlefi eld were at risk of loss as a result, including ceding the high ground and meager road network to the enemy.

Heroism was the only constant on the battlefi eld, and the death toll in both armies was staggering.

1.3 Designer Rally Round the Flag® took a lifetime to design with more than two decades of research. During development, we progressed from a conventional movement and combat system to a hybrid command activation and opportunistic system.

The Corps, Division and Brigade Command games all share similar systems and mechanics, becoming more granular at the Brigade Command level. The game’s mechanics are all based on the extensive research and detail underlying the system. Please enjoy this fi nal epic design of master game designer and icon of historical gaming – S. Craig Taylor Jr.

1.4 How to WinYou can win Rally Round the Flag® by meeting a scenario’s Victory Condition. All Victory Conditions are met by scoring Victory Points or, in some cases, controlling Map Areas.

There are two ways to score Victory Points: cause Kills on opposing Generals [See 7.8],

1.0 About Rally Round the Flag®

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and control March Circles on the Map.

Control of a March Circle is achieved by having no attached Map Areas containing opposing Troop Stands and having at least one friendly Troop Stand in or pass through an attached Map Area. When this is accomplished, a Control Marker is placed in the March Circle and the Victory Point Tracks are adjusted by the value in the March Circle. [Exception: Scenario setup will indicate which March Circles are controlled by which side prior to game start.]

Once a Player secures the Areas attached to a March Circle, he controls the March Circle and gains the March Circle’s Victory Points. However, if each Player controls an Area that shares an Edge with a March Circle, the Victory Points for that March Circle are contested and Victory Points previously awarded move to the Contested box.

Note that there is a total of 43 Victory Points on the Map.

2.0 ComponentsThis section describes the various components of Rally Round the Flag.

2.1 MapThere are 4 key features of the Map: Pikes, March Circles, Areas, and Edges.

2.1.1 PikesPikes are the main highways Generals use to move on the Map. Pikes do not extend into the town of Gettysburg. Pikes contain March Circles that are located along them at various intervals and are of the same color as a Pike.

2.1.2 March Circles There are 20 March Circles on the Map. Each March Circle serves two purposes: to allow Generals to March rapidly along Pikes; the second is to establish control of the Map for purposes of gaining Victory Points.

Generals move along a Pike from March Circle to March Circle. Only a General may occupy a March Circle. No Troop Stands may ever be present in a March Circle.

2.1.3 Areas Areas are named locations where Troop Stands, and Generals not occupying March Circles, are placed. Troops from both sides may be in the same Area. Areas are attached to March Circles and other Areas by way of Area Edges. Battles take place in Areas and are resolved using the Battle Boards.

There a 47 Areas on the Map.

There are a few Map Areas that come close to attaching to a March Circle, but do not. These are: 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 CapacityEach 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 border. Stands may enter an Area by moving across a shared Edge.

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March Circles share an Edge with one or more Areas. Stands may not pass through a March Circle to another Area connected to that March Circle unless the two Areas already share a common edge.

The March Circle Edge allows one Offi cer occupying a March Circle to count as being in all Areas that share an Edge with the March Circle for purposes of Troop Stand activation and Heroism modifi ers, except for those that apply during Battle resolution.

For example, if Confederate General Heth is in the Cashtown Pass March Circle, he counts as being in the Cashtown Pass and the Unfi nished Railroad Map Areas.

Note that Pikes are NOT Area edges. They do not separate any Area from any other Area.

2.2 CardsRally Round the Flag® uses cards to affect the pace of play and modify combat results. While drawing and playing Command and Battle cards, Events may also occur that the Players may exploit or mitigate as the situation demands.

2.2.1 Command CardsCommand Cards provide Actions that can be taken by the Troop Stands under the General’s command, or by the General himself. There is one Command card for each General stand in the game.

2.2.2 Battle CardsBattle Cards are used to affect the outcomes of Battle as they are resolved. There is one Battle Card for each Troop Stand (or for the Cavalry triad of mounted, dismount, and horse-holder Troop Stands).

2.2.3 Event Cards Event Cards are special cards that are shuffl ed into the Players’ deck based on instructions found in each scenario, or as they are drawn from the Draw Deck.

Both the Confederate and Union Players have their own Event Cards.

Event Cards are played at various times during a Player Turn. Event Card backs with a mini-ball bullet on them must be played when drawn.

2.2.4 Draw DeckThe Draw Deck is the deck of cards used to add cards to a Player’s hand. There is one Draw Deck for the Confederate side and one for the Union Side. The Draw Deck is added to, and taken away from, at the start of each Game Turn as new forces become available for play. Event Cards are also added and removed from the Draw Deck as they become or cease to be relevant.

2.2.5 Reserve DeckThe Reserve deck is created at the start of each scenario and is maintained throughout the game.

2.2.6 Discard PileThe Discard Pile is the deck of cards used when Event, Command, and Action cards are played. It is also where Event, Command, and Action cards are added at the start of each turn that reinforcements are to arrive, or new Events come into play. At the beginning of each new Game Turn, once new Event, Command, and Battle cards are added the Discard Pile, the Discard Pile is shuffl ed and added to the bottom of the remaining Draw Deck.

2.2.7 Hand CapacityEach Player has a hand capacity equal to the Commander-in-Chief’s Leadership Number. The Commander-in-Chief may change during play due to the arrival of a new Commanding General or play of the Union Player’s Command Changes Event Card.

2.3 StandsStands represent Troops (infantry, cavalry, etc.) and Generals. Stands are composed of two parts: the standees representing the troop type and the stand that shows various attributes.

The colored bar on a stand represents the Corps in the army in which it belongs.

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2.3.1 Generals

The Generals in Rally Round the Flag® are the center of Action when Activated. An Activated General allows a Player to replenish cards and activate troops using Action Points.

The formation in which a General belongs is refl ected by the colored band around the outside edge of the stand. A General’s rank in the chain-of-command of the army is refl ected by the shape of his stand: Army Generals are on heptagonal stands; Corps Generals are on pentagonal stands; and Division Generals are on circular stands.

Name and OrganizationEach General Stand includes the name of the General and his place within the command structure.

GravestonesGenerals 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 becomes a casualty. The role is taken up

by subordinate offi cers within the chain of command when a casualty occurs.

Command RatingEach General has a Command Rating that is the number of cards drawn from the Draw Deck when Activated.

Leadership RatingEach General has a Leadership Rating that is used as the Player’s hand capacity if he is the Commander-in-Chief.

Also, when the General is Activated, the Action Points Marker is set to the value of the Leadership Rating.

Heroism RatingEach General has a Heroism Rating in green with a plus-sign before it. When the General is in a Battle Board Column, or Map Area, the Heroism Rating modifi es Discipline Rating of Troop Stands for Discipline Checks, or the die rolls for Melee and Fire.

2.3.1.2 Commander-in-ChiefIn 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. George Meade 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.

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2.3.2 Troops The stands of troops in Rally Round the Flag® represent Infantry, Cavalry, and Artillery.

Attributes

Troops have four attributes:

2.3.2.1 Fire RatingThe Fire Rating refl ects the Troop Stand’s drill, marksmanship, and equipped weapons.

Troop Stands marked with an ‘X’ may not Fire.

2.3.2.2 Discipline RatingThe Discipline Rating refl ects the élan, experience, and leadership of the Troop Stand.

2.3.2.3 Troop StrengthTroop 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 Troop Strength of 3.

2.3.2.4 OrganizationThe organization labels the name of the Troop Stand below the Division it belongs to in the Order of Battle. This is printed on top of the colored band of the Corps the Troop Stand belongs to.

2.3.3 CavalryCavalry is unique in the game as it is composed of three Troop Stands: dismounted, mounted, and horse holders. Dismounted Cavalry perform in all ways as Infantry. They are always accompanied by their Horse-holder Troop Stand and are assigned Action Points, move and otherwise act as a single Troop Stand.

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

2.4.1 Turn Record Track

The game is divided into Morning, Noon, Afternoon and Evening Game Turns for each Day of the battle. When an entire Game Turn has been completed, the Game Turn Marker is moved to the next Game Turn in the scenario being played.

Use a Flag Marker to track the current game turn. Flip it to the appropriate fl ag to show if it is the Confederate turn or the Union turn.

2.4.2 Action Point Track

The Action Point Track is used to show the number of Action Points that are available when a General is Activated. The Leadership Rating of the General is the value used to set the Action Point marker. As Action Points are expended to activate Troop Stands, the value of the marker is adjusted downward. When the Action Points are completely spent, or the Player passes, the marker is removed from the track.

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The Action Point Track is used by both Players. 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 Circle.

During the game, a March Circle can be in any of three states: uncontrolled, Confederate-controlled, or Union-controlled. All controlled Victory Points are scored immediately. There is a Victory Point Track for each Army, and a Contested Track.

Specifi c victory conditions are given in each scenario.

2.4.4 Victory Point Tokens

Victory Point Tokens are provided to keep track of Victory Points on the various Victory Point tracks. They are in the format of “coins” and are available in denominations of 1, 2, 3, and 5 points.

2.4.5 Flag MarkersFlag markers are provided in the game and serve multiple purposes: Turn indicator, March Circle control, and Action Point indicator.

Flip the Flag Marker to the appropriate side when indicating whose turn it is, what side controls a March Circle, or how many Action Points are currently available.

2.4.6 March Column Display

The March Column Display is a tool that Players may use to keep track of Troop Stands that have yet to be deployed for a particular General. Simply place Troop Stands from the same Division in a square of the display. This is particularly handy for Troop Stands that arrive as reinforcements when the General and other Troop Stands from the same Division are already deployed.

These reinforcements are marked with a # symbol.

3.0 Game Conventions

3.1 Dice RollsDice Rolls in Rally Round the Flag® Division Command are based on rolling 2 six-sided dice and summing them together. In some cases, modifi ers apply due to certain conditions.

3.1.1 Action DiceWhen performing Actions there are no special conventions used to roll dice. A roll of 2 dice is modifi ed by routs and, potentially, a General’s Heroism modifi er.

3.2 Troop Strength Step LossesStep losses are marked on the base of the Troop Stand using a dry erase marker.

When a Troop Stand takes a hit from

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opposing Fire or as a result of Melee, a Step Loss is marked on the Troop Stand reducing its Troop Strength.

At the start of the game, ensure that all Step Losses are erased, unless specifi cally stated for each scenario under Previous Losses.

If the last step on a Troop Stand is marked, then the Troop Stand is removed from play. When this occurs, all friendly Troop Stands in the same column during a Battle, or in the same Map Area, must make a Discipline Check. If they fail, they rout.

3.3 Discipline ChecksDiscipline Checks are made at various times during the game.

A Discipline check is made by rolling 2 dice, summing them together, and comparing the 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 Rating, the stand passes the check.

A stand’s Discipline Rating is modifi ed by adding a General’s Heroism Rating to the Discipline Rating of the stand. The General must be in the same Area or Battle Board Column. The owning Player may decide which Heroism Rating to use if there is more than one General present.

Example: An Infantry stand with a Discipline rating of 7 in an Area with a General who has a Heroism Rating of +1 has a modifi ed Discipline Rating of 8.

Modifying the die roll used for the Discipline check is done by adding modifi ers to the dice total. The modifi ers are:

• Add 1 for each routed Troop Stand in the same Battle Board Column.

• 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.

• When your opponent rolls higher than the minimum number required to cause a Hit during Fire, the difference in the number rolled and the actual roll is added to the Discipline Check die roll.

Example: A Union Infantry stand fi res on a Confederate Infantry stand. The Hit Check number is 9. The Union Player rolls an 11. The difference in the Hit Check number and that rolled is 2. The Confederate Player adds 2 to the die roll when making a Discipline Check.

In all cases, if a Troop Stand fails a Discipline Check, it is routed and is marked as such.

4.0 Game SetupGame setup proceeds using the following steps. Refer to the scenario book for specifi c details.

1. Put together the Map of the battlefi eld.

2. Separate and organize all General’s and Troop Stands by Corps and Division.

3. Players set up their respective forces according to the scenario being played.

4. Set Control Markers on the Map according to the scenario.

5. Set the Victory Point Track with the starting Victory Point levels.

6. Set the Action Point Track so that the Control Marker shows the Confederate side. It will be placed on the current Action Point level later.

7. Players build their respective card decks, adding Event Cards as necessary.

8. The game is now ready to play.

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5.0 Sequence of PlayRally Round the Flag is played in Game Turns that represent about four hours of actual time. Game turns are divided into Morning, Noon, Afternoon, and Evening of each day of the battle. Each Game Turn is divided into 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”.

Once both Players “pass” the Game Turn ends.

During gameplay, Players will see that they can activate a General more than once, so they will need to plan the sequencing of activations to their advantage.

6.0 Activating GeneralsRally Round the Flag® is an Action driven game that uses Command cards to change the pace of Actions.

Players may activate any eligible General on the map. There is no designated order in which Generals are Activated. It is strictly up to the Players.

6.1 Command Cards Generals exercise battlefi eld control using Command Cards. Command Cards are added to the deck at the start of the turn the General 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

to those stands under the command of the currently Activated General.

The Command Level shows where in the army’s chain-of-command the General is assigned. The Organization is the specifi c entity the General Commands. The Available Actions are those Actions that may be performed by the given General.

In the illustration, we see that this Command Card belongs to the commanding General of the First Corps of the Army of Northern Virginia. This General has the March and Plan Command Actions available.

The following Command Actions are available, by Command Level:

• Army – Draw or Plan

• Corps – March or Plan

• Division – Rally or Draw

6.1.1 The Army Command LevelEach side has a single Army Command-level card: General Robert E. Lee for the Army of Norther Virginia, and General George C. 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 a General, it is played face-up in front of the Player. On any turn after the Army Card is drawn, it may be played normally and is discarded like any other card.

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Note that if the Activated General is Lee or Meade, and while drawing cards to fi ll the Player’s hand the Army-level card is drawn for the very same General, the Command Card is still placed in the front of the Player. Lee or Meade may still perform Actions after placing the Command Card.

6.2 Command Event CardsEvent Cards are added to the Player’s Draw Decks through the game.

Event Cards with a bullet on their card backs are played immediately when a player’s hand is created or when a player’s hand is modifi ed upon the activation of a new General. They are not immediately played when drawing cards during a Battle resolution.

Unless otherwise noted, once Event Cards are played, they a placed in the Discard Pile.

6.2.1 Battle PlanThe Battle Plan Event Card can be held by the Confederate Player and played during the Confederate Player’s turn. There are two options available when the card is played:

1. When played, any one General that has yet to be Activated may be immediately Activated.

For example, the Confederate Player activates A.P. Hill and performs Actions, declares and resolves Battles, and so forth, then completes his activation. Immediately after, and before the Union Player takes a turn, the Confederate Player plays the Battle Plan card. He decides to activate James Longstreet and Longstreet performs Actions, declares and resolves Battles (including in the same Battle Areas as Lee), and so forth. Only

when Longstreet is done, can the Union Player then take his turn.

2. The Confederate Player may play the Battle Plan to cancel a Battle after Battle Cards are played but before Battle resolution. All stands in the Battle return to the Map.

This allows the Confederate Player to commit forces to a holding Action meant to draw down the Union Player’s cards prior to an attack in another Area.

6.2.2 Reserves ArriveWhen the Reserves Arrive Event Card is drawn, it and a Reserve Battle Card drawn from the Reserve Deck are placed in the Discard Pile. These will be shuffl ed and added to the Player’s new Draw Deck once his Draw Deck is

depleted, or at the beginning of the next Game Turn.

Over time the tactical options of each Player increases as the number of Reserve Battle cards increase in the Players’ Draw Deck. The Reserve Battle Cards are only added into play as forces arrive on the battlefi eld and as time passes to allow the troops to solidify command control and disposition of forces.

The Reserves Arrive Event Card stays in play 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.

6.2.3 General ForwardThe General Forward Event Card must be played when drawn. The Union Corps-level General closest to the Cashtown Pass Area who is not currently in an Area occupied by opposing Troop Stands, and with Troops

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Stands deployed on the Map, must advance all Generals and Troop Stands under his command toward the Cashtown Pass Area. If Corps-level Generals are equidistant in Map Areas to the Cashtown Pass Map Area and meet all the conditions stated previously, the Union Player chooses the General to advance with his subordinate General’s and Troop Stands.

Subordinate Generals and Troop Stands may only be moved if they are in Areas free of Confederate Troop Stands, otherwise, they remain in place. Parts of the Corps in question may move while others remain in place as a result.

A General who is located on a March Circle who otherwise meets all requirements of the Event Card will move to an adjacent Map Area and not another March Circle.

For example, if General Winfi eld Hancock is the closest Union Corps-level General to the Cashtown Map Area when the General Forward Event Card is drawn and he meets the requirements stated for the card, his General Stand and all General Stands and Troop Stands of the 2nd Corps are moved towards that Map Area.

This card is permanently removed from play at the end July 2nd Evening turn.

Several ill-conceived exercises of Union initiative occurred during the battle. These locally advantageous moves worked against the security of the Army of the Potomac. Because of this, the Union Player must deal with unwanted aggression from the Union Corps Commanders during the fi rst and second day of the battle.

6.3 Activate a General Players activate a General to act as the center of command and use Action Points to allow Troop Stands under their command to perform Actions. While a General is Activated, his Command, Leadership, and Heroism Ratings are used until another General is Activated, unless otherwise mentioned elsewhere.

Activated Generals may declare a Battlefi eld, place a Battle Monument, and resolve a battle on a Battle Board.

Generals may be Activated up to two times each turn, depending on how they are Activated. A General may be Activated in two

ways: By playing a Command Card or simply by announcing that a General is Activated.

6.3.1 Announce an ActivationA Player may activate any General that has not yet been Activated during the turn simply by announcing the activation for a specifi c General. Mark with a dot in the center of the General’s stand that he has been Activated, then proceed with the activation process described below.

6.3.2 Play a Command CardA Player may activate a General by playing a Command Card. This activates the General whose Command is listed on the card. A General that has already been Activated may be Activated again by playing the Command Card. Select an Action from the card, if desired, then proceed with the activation process as described below.

Note that a General may be Activated by announcing such, then again by playing a Command card, but not vice-versa. A General who is Activated for the fi rst time during a turn by a Command Card may not activate again that turn.

6.3.3 Set Actions PointsOnce a General is Activated, set the Action Points Marker on the Action Point Track equal to the Leadership rating of the newly Activated General. Remaining Action Points from a previous activation are lost.

6.3.4 Build the Player’s HandAdjust the current Player’s Hand as follows:

1. Draw cards from the Draw Deck equal to the newly Activated General’s Command Rating. If there are not enough cards remaining in the Draw Deck, then reshuffl e the Discard Pile to recreate the Draw Deck. If there are still not enough cards to fulfi ll the draw requirement, then draw what is available.

2. Discard cards from the Player’s Hand so that the number of cards in the player’s hand does not exceed the current Hand Capacity [See 2.2.7]. A player may discard more cards than required to meet the hand capacity limit.

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A Player must draw cards and, in as much as possible, the maximum number allowed according the General’s Command Rating.

Example: General Robert E. Lee is the overall Commander of the Confederate Army. The Hand Capacity of the Confederate Army is 11 cards (General Lee’s Leadership Rating). Assume the current Confederate Player hand has 10 cards. General Henry Heth activates. His Command Rating is 3. The Confederate Player must draw 3 cards, which gives him a hand of 13 cards. He must then discard cards such that his remaining hand has no more than 11 cards.

6.4 Move the Activated General

When a General is Activated, he may move, and can only move, prior to spending any Action Points.

The Activated General moves without spending Action Points, doing one, and only one, of the following:

• Move up to 2 Map Areas and optionally deploy Troop Stands under his command in the Area where he ends his movement. This includes not moving at all or only moving one Area.

• Move 1 March Circle and optionally deploy Troop Stands into adjacent Areas. The General may also simply deploy Troop Stands in attached Areas without moving.

• Move up to 2 connected, vacant March Circles.

• Move from a Map Area to an adjacent March Circle.

A General moving using one of the four options above may not split his move option to incorporate other move options.

If opposing Troop Stands are in any Area attached to a March Circle entered by the General, the General must deploy all subordinate Troop Stands that are not yet placed on the Map in a Map Area attached to the March Circle, including Map Areas

occupied by opposing Troop Stands. These Troop Stands are marked as Activated.

If a General with Troop Stands that have not yet deployed moves into a Map Area that is attached to a March Circle that is occupied by an opposing General with undeployed Troop Stands, or into a Map Area occupied by same, then the opposing Player must deploy those Troop Stands immediately as described in the previous paragraph. In this case, both Players must deploy their Troop Stands, starting with the opposing player. Note that opposing Troops Stands may be deployed in the same Area or Areas.

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 neither General has undeployed Troop Stands. If the General that is moving has undeployed Troop Stands, then the opposing General must immediately move to an adjacent friendly-occupied Map Area or a totally unoccupied Map Area. If he cannot, a wound is marked on that General and he is moved to the nearest friendly-occupied Map Area. This rule applies to Troop Stand movement under 6.5.2.1 as well.

Generals moving along Pikes via March Circles or attempting to move to a March Circle from an attached Area cannot be placed on a March Circle occupied by a friendly General if both Generals have Troop Stands that are not yet deployed. Generals may pass through other friendly Generals, otherwise. A General cannot stop on a March Circle already occupied by another friendly General. Generals may never be placed on or pass through March Circles occupied by an opposing General.

6.4.1 Entry March CirclesControl of Entry March Circles is established as with March Circles, though Entry March Circles are never in a contested state. Should control of an Entry March circle change, Generals who are designated to enter via that Entry March Circle are instead placed in an attached Map Area free of opposing Troop Stands, as are Troop Stands under their command (which are also marked as Routed). If this is not possible, the General enters via an adjacent available Entry March Circle, or Map Area as above.

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6.4.2 Cashtown Pass March CircleThe Cashtown Pass March Circle is a special combination of an Entry March Circle and a Map Area. A General that enters the Map may be placed on the 5 Victory Point March Circle attached to the Cashtown Pass Area, unless opposing an opposing General occupies it. If the March Circle is occupied by an opposing General, then the active General and Troop Stands under his command may be placed in the Cashtown Pass Map Area. The Troop Stands are marked as Activated.

If opposing forces occupy the Unfi nished Railroad Map Area, and the active General, enters the Map on the Cashtown Pass March Circle, his Troop Stands are placed in the Cashtown Pass Area as Activated.

6.4.3 Who Deploys Troop StandsIn the Division Command version of Rally 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.

6.5 Perform Actions

The available Actions are described in this section. Actions are divided into three categories: Command Card Actions; Movement Actions; and Area Combat Actions.

Actions are taken during play by spending Action Points that are acquired by activating a General.

All Action Points are spent after the Activated General has moved [See 6.4]. To activate a Troop Stand, 1 Action Point is spent for each Map Area from the Activated General to the Troop Stand, including the Area the General is in.

For example, a General would pay 1 Action Point to activate a Troop Stand in the same Map Area and 2 Action Points to activate a stand in an adjacent Map Area.

If the Activated General is in a March Circle, he could activate Troop Stands in any attached Area for 1 Action Point each (the March Circle is not an Area and has no Action Point cost). The further away a Troop Stand is from an Activated

General, the more Action Points it costs to activate a Troop Stand.

Once a Troop Stand is Activated, mark the stand with a dot to the right of the name on the stand to indicate this, unless otherwise noted [See 6.5.1.2 and 6.5.1.4].

It is possible for a Troop Stand to be Activated up to four times per turn depending on the play of Command Cards and Activation Points.

6.5.1 Command Card ActionsThe following Actions are those available by play of a Command Card: March, Plan, Draw, and Rally.

6.5.1.1 Action: MarchA General’s March Command Card Action provides Action Points equal to the March number. For each Action Point a General may do one of the following:

• Move to a March Circle from a connected Map Area clear of opposing forces

• Move from a Map Area free of opposing forces to a March Circle

• Move along a Pike from a March Circle to a connected, empty March Circle.

• Division Generals (those on round bases) may deploy Troop Stands in Map Areas connected to the March Circle. These Troop Stands must be under the command of the General in question.

Example: March 4 provides four Action Points that may be used to perform Actions listed above. Note that only Generals commanding Corps have the March Action.

The March Action can be applied to subordinated Division Generals (those on round bases). The same restrictions apply pertaining to distance as do to activating Troop Stands.

Note that the Action Points allotted due to the March Command are separate from the Action Points acquired when the General is Activated.

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All Action Points for March Actions must be used before any other Action is taken. Any remaining, unused Action Points are lost.

6.5.1.2 Action: PlanPlan allows the General indicated on the Command card to activate the number of Troop Stands indicated. These Troop Stands must be under his command.

For example, Plan 4 means a Player may Activate up to four Troop Stands.

Troops Stands may be Activated more than once in a Game Turn when performing a Plan Action. Troop Stands that have not already been Activated are not marked as such when performing a Plan Action.

6.5.1.3 Action: DrawDraw allows the Player to draw the number of cards indicated from the Draw Deck. This process is different than that performed when activating a General. When the Draw Action is taken, if the number of cards in the Player’s hand exceeds the current hand limit, cards must be discarded to meet the current hand limit. Any card may be discarded in the process: those that were in the Player’s hand prior to the play of the Draw card, new cards, or a combination of both.

6.5.1.4 Action: RallyThe Rally Action indicates the number of Action Points that may be used to Rally or Activate Troop Stands under that General’s command.

For example, Rally 4 means a Player may Rally or Activate up to four Troop Stands.

For each Action Point indicated by the play of the Rally Action there are two options available: attempt remove the routed status of a Troop Stand or activate a previously Activated Troop Stand. To Rally a stand, the Troop Stand must pass a Discipline Check using the highest Heroism Rating from A General in the chain of command located in the same Area or occupying an attached March Circle. A routed Troop Stand that fails

to Rally must immediately move to a Map Area not occupied by opposing forces.

A Troop Stand that has been Activated using a Rally Action does not receive a mark as having been Activated.

6.5.2 Movement Actions

6.5.2.1 Action: MoveThis section describes the way Troop Stands move on the map. In all cases, troops may move from and into Areas occupied by friendly Troop Stands.

It is possible for an Area to be at Area capacity. This affects movement as described below.

Note that in all cases, Rule 6.4 above applies as well to Troop Stands that are moved into Map Areas occupied by opposing Generals.

Infantry and Cavalry Troop Stands may enter Map Areas occupied solely by routed Troop Stands. In such a case, each opposing routed Troop Stand takes a hit and is retreated by the opposing player to a friendly-occupied Map Area or a Map Area otherwise free of opposing forces.

Routed Troop Stands caught in such a state were rounded up in droves as prisoners.

6.5.2.1.1 Infantry and Dismounted CavalryNormally, an Activated Infantry/dismounted Cavalry Troop Stand may move from any Map Area to an adjacent Map Area, including an adjacent Area occupied by opposing Troop Stands.

An Activated Infantry Troop Stand in an Area occupied by opposing Troop Stands can move to a new Area by changing its status to Routed. No move between 2 Map Areas can be made if both contain opposing Troop Stands.

Note that dismounted Cavalry stands, and their horse-holders, always move as a single Troop Stand.

6.5.2.1.2 Mounted Cavalry An Activated dismounted Cavalry stand may change to its mounted Troop Stand and move to a new Map Area. When the dismounted Cavalry converts to a mounted Cavalry Troop Stand, its Horse-holder stand is removed from the map and set aside.

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An Activated mounted Cavalry Troop Stand may move up to 2 Map Areas, normally. Mounted Cavalry may move through a Map Area occupied by routed opposing Troop Stands. Mounted Cavalry must stop upon entering an Area occupied by non-routed opposing Troop Stands.

6.5.2.1.3 Artillery An Activated Artillery stand may move from any Map Area to an adjacent Map Area if neither Area contains an opponent’s Troop Stand. No move between two Map Areas can be made if both contain an opponent’s Troop Stands. Artillery may only move into an Area occupied by opposing Troop Stands only if accompanied by a friendly non-Artillery Troop Stand of the same Command color. Thus, it takes 2 Action Points to move Artillery in this manner: 1 for the Artillery, and 1 for the accompanying non-Artillery Troop Stand.

Note that the Union Reserve Artillery (‘R’) may move with any Union non-Artillery Troop Stand.

6.5.2.1.4 Movement into Areas at CapacityWhen a Map Area is fi lled with Troop and General stands, no additional friendly Troop Stands may move into that Area until room is made. Generals can only move into fi lled Areas by stacking with other friendly Generals already in the Area.

For example, Cemetery Hill in the scenario Turning the Flanks is at capacity with Union stands at the beginning of the game. All Generals in that Area are stacked. The only stands that may enter the Area are Generals, as they can add to the existing stack. Troop Stands will need to wait until one or more occupying Troop Stands is removed from the Area.

Troop and General stands may move into a Map Area that is already at capacity, or becomes over capacity, if the intention is to declare and resolve a Battle at the end of the current Activation. In this case, the Confederate Player is prohibited from playing a Battle Plan Event Card to cancel the Battle.

In the previous example, since the Cemetery Hill Area is at capacity, Confederate Troop Stands and Generals may only be placed in Cemetery Hill if a Battle is resolved there.

6.5.2.1.5 Movement Restrictions for Routed Troop StandsRouted Troop Stands may move normally when Activated but may never voluntarily move into a Map Area occupied by non-routed opposing Troop Stands or opposing Generals with Troop Stands that have yet to be deployed.

Routed Troop Stands may be moved into Map Areas occupied by opposing routed Troop Stands and/or Generals that have deployed all of their subordinate Troop Stands.

6.5.3 Area Combat Actions

6.5.3.1 Action: Cavalry ChargeDuring the Battle of Gettysburg, mounted Cavalry operated on the periphery of the main Action. Even though dismounted Cavalry fought to great effect during the battle, mounted tactics were always a possible course of Action.

Cavalry may perform a Cavalry Charge Action when Activated. This Action only occurs in an Area occupied by both the charging Cavalry Troop Stand and its potential target at the beginning of the activation.

6.5.3.1.1 Cavalry Charge PriorityMounted Cavalry may attempt a charge against an opposing Troop Stand that is in the same Area as the Cavalry stand. The Charge must follow this target priority and no other charges are allowed:

• Opposing Cavalry - The Activated charging Cavalry Troop Stand must charge an opposing mounted Cavalry Troop Stand, if present.

• Unsupported Artillery - The charging Cavalry Troop Stand must charge opposing Artillery that is not supported by Infantry.

• Routing Infantry - The charging Cavalry Troop Stand must charge opposing routed Infantry.

• Infantry/Dismounted Cavalry or supported Artillery – The charging Cavalry Troop Stand must charge Infantry or Supported Artillery.

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6.5.3.1.2 Pre-Charge Discipline CheckThe Charging Cavalry must pass a Discipline Check adding a +1 Die Roll modifi er for each opposing Infantry/dismounted Cavalry stand in the Area that is not routed. If the Discipline Check is passed, the Cavalry Charge is resolved. If the Discipline Check fails, the charging Cavalry Troop Stand is immediately moved to an adjacent Area, owning Player’s choice.

6.5.3.1.3 Cavalry Charge ResolutionCavalry Charge Resolution is an abbreviated type of Battle performed as a result of a successful Pre-Charge Discipline Check. Each charge is resolved immediately as follows, based on the target:

1. Cavalry vs Cavalry

Opposing Cavalry will Counter Charge and a Melee is fought per the Battle process [See 7.6.10 Conduct Melee]. It is conducted using only the two opposing Cavalry stands. The loser routs and moves to a different Area, owning Player’s choice. If the loser is doubled, it is destroyed. The winning Cavalry stand remains in the Area.

2. Cavalry vs Unsupported Artillery

Unsupported Artillery fi res at the charging opposing Cavalry, resolves the shot, and then conducts Melee [See 7.6.10 Conduct Melee]. If the Cavalry loses it routs and the Artillery remains in the Area. If the Cavalry wins, the guns are destroyed.

3. Cavalry versus Routed Infantry/Dismounted Cavalry

Routed Infantry/dismounted Cavalry make a Discipline Check. The Discipline Check roll is modifi ed by -1 for each unrouted friendly Infantry/Dismounted Cavalry Troop Stand and +1 for each routed friendly Infantry/Dismounted Cavalry Troop Stand in the Map Area. If the target routed Infantry/dismounted Cavalry Troop Stand passes the Discipline Check, it rallies and the Charging Cavalry routs to an adjacent Map Area, owning Player’s choice [See 2.1.3.1 Area Capacity]. If the

routed Infantry/dismounted Cavalry stand fails the Discipline Check, the routed Infantry/dismounted Infantry stand is destroyed.

4. Cavalry versus Infantry/Dismounted Cavalry or Supported Artillery

The charging Cavalry make a Discipline Check. The Discipline Check roll is modifi ed by -1 for each unrouted friendly Infantry/Dismounted Cavalry Troop Stand and +1 for each routed friendly, and each unrouted opposing, Infantry/Dismounted Cavalry Troop Stand in the Map Area. If the charging Cavalry Troop Stand passes the Discipline Check, a Melee is fought per the Battle process [See 7.6.10 Conduct Melee]. If the Charging Cavalry fails the Discipline Check, it takes a Troop Strength Step Loss and routs to an adjacent Map Area, owning Player’s choice [See 2.1.3.1 Area Capacity].

6.5.3.2 Action: Fire An Infantry, Dismounted Cavalry, and Artillery Troop Stand may make a Fire Action against any opposing Troop Stand located in the same Map Area or Battle Board Column.

To pass a Fire Check, the fi ring Troop Stand’s Fire Rating is used rather than the To-Hit Number. Two dice are rolled and modifi ed by the any friendly General’s Heroism Rating that is in the same Area or Battle Board Column. If the modifi ed roll equals or exceeds the To-Hit Number, a hit is achieved. A Troop Stand that is hit marks a Troop Loss and makes a Discipline Check which, if failed, causes the Troop Stand to rout.

When an Artillery Troop Stand is hit by Fire it makes a Discipline check. If the Artillery Troop Stand is “supported” by having at least one unrouted friendly Infantry/Dismounted Cavalry Troop Stand in the same Area and fails the check, it routs. Otherwise, there is no result. If the Artillery Troop Stand is not supported, then if it fails the Discipline Check it is destroyed, otherwise it routs.

When Cavalry is hit, it may mark a Step Loss on the dismounted Cavalry Troop Stand or its mounted Cavalry Troop Stand, or its Horse-holder, regardless of whether the mounted Troop Stand is off the map while the dismounted and horse-holder Troop Stand are on the map or vice-versa.

If a horse-holder stand is destroyed it is permanently removed from play. Its dismounted Cavalry stand may not mount and move in the same Move Action for the rest of the game.

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If the mounted Troop Stand is destroyed, it is permanently removed from play. If the mounted Troop Stand was on the Map, it is replaced by its dismounted Troop Stand. The dismounted Cavalry Troop Stand may not mount at all for the rest of the game.

If the dismounted Cavalry Troop Stand is destroyed, it is permanently removed from play. If the dismounted Troop Stand was on the Map, it is replaced by its mounted Troop Stand. The Cavalry Troop Stand can no longer dismount for the rest of the game.

6.5.3.2.1 BombardmentBombardment is a type of Fire Action performed by an Activated Artillery Troop Stand located in an Area free of opposing stands. An Artillery Troop Stand may perform a Fire Action at any opposing stand up to two Areas away. The target’s Map Area must share a Map Edge with that of the fi ring Artillery Troop Stand or the Areas occupied by both the target and the fi ring stands must share a Map Edge with an intervening Area.

A Bombardment may always take place into an adjacent Area. A Bombardment may take place two Areas away if the intervening Area has an Area Battle Board Number of 0.

For example, an Artillery Troop Stand may Fire from Seminary Ridge to Cemetery Hill across Copse of Trees as Copse of Trees shares a map edge with both the target and fi ring Areas and has an Area Battle Board Number of 0.

The Fire Rating of the fi ring Artillery stand is increased by the target stand’s Area Battle Board Number. In addition, the Fire Rating is increased by 1 for each Area passed through beyond the fi ring Artillery’s Area.

Firing against an Artillery stand that is alone in an Area reduces the fi ring Artillery’s Fire Rating by 2.

A bombardment roll is also modifi ed by a General’s Heroism Rating.

6.6 Pass

The Player may choose not to play a card or activate a General and declare a “pass” instead. Declaring a “pass” does not end a

Player’s chance to take a turn as long as his opponent takes an Action. If both Player’s pass consecutively then the current turn is over.

7.0 BattlesArea combat Actions take place on the Map and represent long range rifl e, Artillery fi re, and isolated skirmishes.

In order to take and hold ground held by opposing forces, Players must commit to Battles during the game. Battles represent close range rifl e and Artillery fi re as well as melees involving sword and bayonet. This section describes how to conduct Battles.

Battles in a Map Area occur on a Battle Board that is chosen based on the Map Area in which the battle occurs. In all cases, the Player whose General is active is considered the Attacker, and the non-active Player is considered the Defender.

7.1 Battle Monument

The Battle Monument is used to mark the Area where a Battle is to be resolved on a Battle Board. A Battle Monument is placed by the current Player to resolve a Battle in the Area occupied by the currently active General.

Once a Battle Monument is placed, a Battle is resolved immediately in the given Area.

Note that it may serve the Player to move as many Troop Stands into an Area as possible before placing a Battle Monument.

7.2 Battle Boards

Each Map Area has a Battle Board Number assigned to it that abstracts the effects of the terrain on battle resolution. The Battle Location Reference Key shows the Battle Board associated with each Area. Once a Player determines which Battle Board to

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use, both sides will set up the troops from the Map Area to the Battle Board. The Battle will be fought and at its conclusion, surviving Generals and Troops will be returned to the Map.

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:

• Battle Board 0 represents open terrain. It has three Battle Board Columns. A Formation Card can be played in each column.

• Battle Board 1 represents wooded, rolling terrain. It has three Battle Board Columns. The two left-most columns in respect to each Player share a single 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.

7.3 Battle Cards

Battle Cards are used to modify combat resolution in each column of the Battle Board.

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 the upper right of the Battle Card, is used when defending and is added to the Defense Strength.

The Conditional Modifi er is used to add bonuses to the Attack or Defense Strength, depending on what side plays it. Some Conditional Modifi ers refer to the type of Battle Dice that may be used.

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7.4 Battle Dice

When resolving Battles on the Battle Board, in addition to the convention used in Action Dice, two more dice conventions come into play: Select Dice and Reroll Dice.

7.4.1 Select Dice

Select Dice can be acquired in two ways: due to the inability to place Troop Stands on the same Battle Board Column occupied by opposing Troop Stands when setting up forces on the Battle Board; or by playing a Select Battle Card.

Select Dice that are used against a Player are red, and used in favor of a Player, black.

A Player who cannot place Troop Stands in a Battle Board Column occupied by opposing Troop Stands receives one red Select Die for each occurrence. This Select Die is used for resolving all Battle Board Columns for Fire, Melee, and Discipline Checks. Players must keep track of a red Select Die used for this purpose.

A Player who plays a Select Battle Card can choose to play it against his opponent by giving 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 Dice added to the play of the Select Battle Card apply to Melee and following Discipline Checks only as all Fire actions have already taken place.

When the dice are rolled that include a Select die, only two dice are selected out of the total number rolled and the others are ignored. If a Player must roll red Select Dice, then his opponent chooses which two dice to keep. If a Player must roll black Select Dice, he gets to choose for himself what two dice to keep. Modifi ers are then applied to the resulting dice total.

Different color Select Dice can be played on a single dice roll. In this case each red/black pair cancels out and each die is not considered during the die roll.

For example, The Union Player plays a Select 3 during a Battle, so three dice, one of which is black, are rolled with the results of a 2, 4 and 1. The Union Player Selects the 2 and 4 for a total of 6.

However, the Select could be saved for a Discipline check during the Battle. In that case, the Union Player would likely choose the 2 and the 1 for a total of 3.

7.4.2 Reroll Dice

Rerolls are very powerful Battle Card options. A Reroll 3 allows the Player that played the Battle Card to gain 3 Reroll Points. Track Reroll Points by placing an unused die on the Reroll card with an appropriate number of pips equal to the Reroll number showing. Reduce the number shown for each Reroll Point spent. One Reroll Point is spent to reroll either a Player’s die or an opponent’s die.

Reroll Points can be used on Select rolls. The Reroll is taken before the Player affected by the Select die roll determines which dice to accept.

So long as a Player has a Reroll Point, any relevant die roll may be forced to reroll.

Once a “Reroll” Battle Card is discarded, all the remaining re-roll points are lost.

7.5 Battle Event Cards

7.5.1 Heroic Charge

The Heroic Charge Event Card can be held by a Player and played during the Play Battle Cards step resolving a Battle. When the Heroic Charge is played, the Player immediately plays two Battle Cards and passes. This prevents the opponent from

playing any Battle Cards, just like a conditional Tactic modifi er. Due to the sequencing of played Battle Cards, only one side may play a Heroic Charge event per Battle Board column. Once played the Heroic Charge Event Card is discarded.

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For example, the Union Player advances 3rd Division V Corps into the Round Top Area to clear it of Hood’s Division. The weaker Union force seems doomed to defeat. However, the Union Player plays his Heroic Charge Event Card allowing him to play 2 Battle Cards and Pass, potentially changing the battle to his advantage.

7.6 Resolving a Battle

Follow this procedure to resolve battles:

1. Defender sets up in Battle Board Columns

2. Attacker sets up in Battle Board Columns

3. Attacker determines which column to resolve fi rst

4. Play formation cards

5. Conduct Artillery fi re

6. Defender fi res with Infantry/dismounted Cavalry

7. Attacker fi res with Infantry/dismounted Cavalry

8. Play Battle Cards

9. Attacker passes ranks

10. Conduct melee

11. Resolve new column, starting with Step 3. If all columns have been resolved, then

12. Perform end-of-battle clean-up.

These steps are explained in more detail following.

7.6.1 Defender Sets Up Troops in Battle Board Columns

The Defender sets up 1 or 2 Troop Stands of Infantry/Dismounted Cavalry and 1 Troop Stand of Artillery in one or more columns of the Battle Board. Any remaining Troop Stands are kept off the Battle Board and serve as possible reinforcements. Infantry and Dismounted

Cavalry Troop Stands are lined up one behind the other. Troop Stands that are set up one behind the other are in “ranks”, with the leading Troop Stand as the fi rst rank.

Artillery Troop Stands and Generals may never be set up in a Battle Board Column without at least one friendly Infantry/Dismounted Cavalry Stand being present.

General Stands may be added to columns as desired to be used for their Heroism Ratings. Generals and Artillery Troop Stands are not set up with the other Troop Stands in ranks. Artillery and Generals are simply placed within the boundaries of the Battle Board Column.

Horse-holders and mounted Cavalry are not included in Battle Board Columns but may still be used to absorb hits from Fire combat and melee. The Troop Stands are left in the Map Area where the Battle is taking place.

7.6.2 Attacker Sets Up in Defender Occupied Battle Board Columns

The Attacker sets up from 1 to 5 Troop Stands of Infantry/Dismounted Cavalry, and 1 Troop Stand of Artillery in each column on the Battle Board occupied by opposing forces. Infantry and Dismounted Cavalry Troop Stands are lined up one behind the other. Troop Stands that are set up one behind the other are in “ranks”, with the leading Troop Stand as the fi rst rank.

Artillery Troop Stands and Generals may never be set up in a Battle Board Column without at least one friendly Infantry/Dismounted Cavalry Stand being present.

General Stands may be added to columns as desired to be used for their Heroism Ratings. Generals and Artillery Troop Stands are not set up with the other Troop Stands in ranks. Artillery and Generals are simply placed within the boundaries of the Battle Board Column.

Horse-holders and mounted Cavalry are not included in Battle Board Columns but may still be used to absorb hits from Fire combat and melee. The Troop Stands are left in the Map Area where the Battle is taking place.

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Once this is done, the Attacker may place additional Generals and Troop Stands in columns not occupied by the Defender’s troops.

Note that not setting up stands in a column occupied or potentially occupied by opposing Troop Stands invites the use of a Select die by the opposing Player.

If the either Player cannot place Troop Stands in Battle Board Columns occupied by opposing Troop Strands, that Player must take 1 red Select Die for each occurrence.

7.6.3 Attacker Chooses the Column to Resolve

Each Battle Board Column is resolved one at a time. After the Attacker chooses the column to resolve, the Defender may place any reinforcements in the chosen column equal to the defending stands that are already in the column. Only 1 additional stand of Artillery may be added, however.

7.6.4 Play a Formation Card

Both Players must place a face down Battle card in the column being resolved. Once cards are placed, reveal the cards played. Slide the card under the Battle Board so that only the formation shows below the box that says “Formation”.

If a Player cannot play a Formation card, the Troop Stands in the column are treated as unformed. In the case of unformed columns, all Battle Cards played by the opposing Player that have Conditional Modifi ers at the top of the Battle Card are automatically true.

For example, +3 vs Line will succeed if the opposing column is in Line or if the opposing column is unformed.

Note that Players must be cognizant of what cards get played for formations and battle cards as they will deplete quickly, especially if the Battle is a large one over several columns.

7.6.5 Both Players Fire Artillery

Both Players may Fire [See 6.5.3.2] Artillery in the Battle Board column with a +2 die roll

modifi er at the front stand of the opposing column. Test Discipline for stands that have suffered hits. If a stand routs, all stands in the column must also test Discipline.

7.6.6 Defender Fires Infantry/Dismounted Cavalry

The defender Fires with the front two stands at the Attacker’s column, one at a time. If the attacker’s front stand routs, then any remaining Fire is made against the next stand in the Attacker’s column. Use the Fire rules to resolve the Defender’s fi re. Make a Discipline check for the target Troop stands that have suffered hits. If the hit stand routs, all stands in the column must also make a Discipline Check.

7.6.7 Attacker Fires Infantry/Dismounted Cavalry

The attacker fi res with the front stand at the defender’s column. Use the Fire rules to resolve the Attacker’s fi re. Make a Discipline check for the target Troop Stand if it suffers a hit. If the hit stand routs, all stands in the column must also make a Discipline Check.

7.6.8 Play Battle and Event Cards

After Fire is completed, the Attacker may play a Battle Card, Heroic Charge Event Card, or pass. If the Attacker plays a card, then the Defender can play a card or pass. So long as each Player plays a card (apart from a Tactic Battle Card or Heroic Charge Event Card), the option to play a card or pass continues. Once either Player passes, Battle Card play ends.

7.6.8.1 Tactic vs. XX Condition Battle Card

When a Battle Card with the “Tactic vs …” is played and the condition is true, then no other cards are played and column resolution proceeds to the next Step.

For example, the Confederate Player plays a Tactic vs Skirmish Battle Card and the Union column formation is Skirmish. All card play immediately ceases and play moves to the next step in resolving the Battle.

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7.6.9 Attacker Must Pass Ranks To simulate the real-world possibility that the Attacker’s forces may become disorganized as it approaches the enemy the Attacker must “pass ranks”. For each rank past the fi rst, a Discipline Check is made with a +1 die roll modifi er for each rank in front of the testing Troop Stand and +1 for each routed friendly Troop Stand in the column. If the test fails, the stand holds in place and does not attack. Place the holding stand with the routers in the column but facing the opposing Player’s column. If the attacker is counter-attacked, these holding stands may be used in the defense.

7.6.10 Conduct Melee

Melee is a test of strength. Both Attacker and Defender will determine their respective Melee Strengths to determine a winner of a melee round. Depending on results, there may be more than one round of melee. Rounds of melee continue to be resolved until one side is removed completely from the Battle Board or all of one side’s stands remaining on the Battle Board are routed

The procedure for conducting melee is:

1. The base Melee strength is the sum of the all unmarked Troop Strength circles in the column.

2. The Attacker adds the red Battle card modifi ers to the Attacker’s strength from cards he has played.

3. The Defender adds the blue Battle card modifi ers to the Defender’s strength from cards he has played.

4. Any conditional strength adjustment on Battle Cards is used if the condition is true, such as “+3 vs Line” is added if the opponent’s column has played a Line formation card or played no Formation Card at all.

5. Optionally, add any modifi er for one friendly General present in the column

6. Both Players roll two dice and add the sum to the strength totals from Steps 1 through 5. Select and Re-rolls may be used to alter the dice roll.

7. The Attacker’s Melee strength is compared with the Defender’s Melee strength. The side with the lower total loses the Melee.

7.6.10.1 Melee Results

The loser takes a Troop Strength Step Loss on the front Troop Stand in the column. The front Troop Stand of the loser’s column must make 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 stand will rout.

For example, if the winner defeats the loser by 2 in Melee Strength, then 2 is added to the dice roll for the loser’s Discipline Check.

If the difference of the winner’s Melee Strength is double the loser’s largest Troop Strength stand in the entire column (not just the front stand), then the loser takes 2 Troop Strength Step Losses on the front Troop Stand and the entire column routs automatically.

For example, if the loser has a 2 Troop Strength stand in the front of the column and a 4 Troops Strength stand further back in the column, the 4 Troop Strength stand is used to test for the “doubling” test. The results are still applied to the front stand, which in this case would eliminate it.

If the Attacker or Defender loses the Melee and no longer has unrouted Infantry/dismounted Cavalry stands in the column, the column’s Battle is resolved.

7.6.10.2 Melee Reaction

If both sides have unrouted Infantry/dismounted Cavalry stands left in the column, a new Melee round occurs. The winner of the Melee is now the Attacker and counts the red Battle Card modifi ers from the cards he has already played. The loser is the Defender and counts the blue Battle Card modifi ers from the cards he has already played. The Melee then continues using the currently played Battle Cards counting only the Red or Blue Strength Adjustments. Conditional modifi ers are not counted in subsequent Melee rounds. This

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process repeats until one side or the other no longer has unrouted Troop Stands in the column.

7.6.11 Resolve New Column

If a Battle Board Column has not yet been resolved, go back to step 3. Otherwise, place all routed Troop Stands in Map Areas adjacent to the Map Area where the Battle occurred that are occupied by friendly Troop or General stands or are other free of opposing, unrouted Troop Stands. If this cannot be done, then the routed Troop Stands are destroyed and removed from play.

The initial Defender removes routed Troop Stands from the Battle Map Area fi rst, followed by the initial Attacker.

Once all columns have been resolved, if both sides have unbroken columns after all routers are removed, then the remaining stands are returned to the Map Area marked by the Battle Monument, and play continues.

7.6.12 Perform End of Battle Cleanup

Place all unrouted Troop and General stands into the Map Area where the Battle Monument is located. These should come from Battle Board Columns where only one side has remaining unrouted stands.

Routed Troop Stands must make mandatory retreat moves to friendly Map Areas or are considered captured and removed from play.

7.7 Routs from Battle

All routed Infantry/dismounted Cavalry in the column are placed at the rear of the Battle Board (closest to the owning Player), facing away from opposing Troop Stands. Artillery that has no unrouted Infantry/dismounted Cavalry must make a Discipline Check. If the Artillery fails, it is destroyed. Otherwise, it routs.

7.8 Generals Killed or Wounded

If a General is in a Battle Board column and all friendly Troop Stands are routed or destroyed the owning Player rolls 2 dice to check for being killed or wounded. If the sum of the roll equals the General’s Command Rating, the General is “killed”, and the owning Player’s opponent is awarded 1 Victory Point. If the roll equals the Leadership Rating of the General, the General is “wounded”. Mark off one Gravestone from the General’s stand in either case. If there are no unmarked Gravestones left, then the Victory Point is still awarded if the result is a “kill”.

Command Changes

The Command Changes Event Card comes into play when General Reynolds, Union 1st Corps, General Stand suffers a kill result for the fi rst time. Until such time, the Command Changes Event Card is ignored if drawn.

In the event of General Reynolds being killed, the Command Changes Event Card must be played when drawn. When it is played, a different Union General takes command of 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 removed from play when drawn.

Maj. Gen. John F. Reynolds was a highly reliable ranking General on the fi eld of battle on July 1st. When he was killed it suddenly led to confusion as to who was in command of the Union army on the fi eld. Due to the unwieldy command structure, and the confusion caused by Reynolds death and Meade’s absence, command changed 7 times before July 2nd.

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.)

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8.0 End of TurnOnce all Generals have been Activated as desired, and all Battles have been resolved, the current Game Turn ends and preparation for the next Game Turn begins. The process is as follows:

1. Check Victory Conditions.

2. Each Player removes Event Cards that are not used in the next Game Turn. These are set aside.

3. Each Player rebuilds their Draw Decks per scenario instructions by adding new cards to his Discard Pile, shuffl ing the Discard Pile, and adding it to the bottom of the current Draw Deck.

4. Advance the turn marker.

5. Begin the next Game Turn.

This process takes place at the end of each turn until the end of the last turn in the scenario, at which time only Victory Conditions are assessed.

9.0 Battle Example of Play

In the following example of play, Players are encouraged to set up their Generals and Troop Stands and follow along.

9.1 Battle Playthrough

This playthrough assumes a Battle is declared by the Confederates. Confederate forces include A.P. Hill, 3rd Corps; Heth’s Division, 3rd Corps, and Lindsay Walker’s Artillery, 3rd Corps. This totals 7 Battle Cards.

Union forces include the entire 1st Corps for a total of 7 Battle cards.

Command Cards are not used in Battle resolutions. In this example, there are no Event cards in play, either.

The Confederate Player is the Attacker and the Union Player is the Defender.

Battle Board Setup

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Setup

[Step 1] The Union Player has decided to set his forces with the 1st Division to the Left, the 2nd Division in the Center, and the 3rd Division on the right fl ank. He has placed his 1st Corps artillery in the center and Reynolds to support the right. After setting up his forces, the Union Player has the Paper Collar Brigade left over, so he decides to use this as reinforcements later.

[Step 2] The Confederate Player then spreads out Heth’s Division into all three columns to avoid any fl anking penalties. On the Confederate right are the 4th Brigade, Pegram’s Artillery, and Lindsay Walker. In the center are the 1st Brigade, McIntosh’s Artillery, and Henry Heath. On the left are the 2nd and 3rd Brigades, Heth’s Division Artillery, and A.P. Hill.

[Step 3] The Confederate Player decides he will attack the column on the Union’s far right fi rst. The Union Player places the Paper Collar Brigade as reinforcements in that column. The Battle is now set.

The Battle

[Step 4] The Union Player plays the Iron Brigade Battle Card, using the Line formation as the formation for the column being resolved. The Confederate Player plays the 2nd Brigade Battle Card, using its Line formation for the column being resolved.

Note that the Confederate Player needed some thought in choosing the Formation to play, as his choice affected two columns, not just one. The Union Player will have this same issue when the next column is resolved.

[Step 5] Both Players fi re artillery, if they have any. Only the Confederates have artillery in the Battle Board column in question. He opens fi re on the front Union Troop Stand, needing a 7 or higher to hit. This die roll will be modifi ed by a +1 for A.P. Hill being in the same column. The roll is 9 + 1 = 10. A hit is scored and marked on the Paper Collar Brigade as it is the front stand. The Paper Collar Brigade makes a Discipline Check with a +1 due to Reynolds being in the same column. However, since the roll from the artillery fi re was 3 over the score needed to hit 3 will be added to the die roll. The score need to pass the Discipline Checks is 7 + 1 = 8 or

lower needed, and a 7 is rolled but 3 is added to the die roll, failing the check. The Paper Collars rout and are placed facing the rear at the back of the Battle Board column. Each rank behind the one that routs now needs to make a Discipline Check. The 1st Brigade needs a 9 + 1 = 10 or less to pass. A 7 is rolled, so it passes. The 3rd Brigade also needs a 9 + 1 = 10 or less to pass, rolls a 5 and passes.

[Step 6] The Union Player now fi res at the Confederate front rank, Heth’s 3rd Brigade, using the fi rst two ranks of his Infantry, the 1st Brigade followed by the 3rd Brigade. The 1st Brigade needs a 6 or higher, adding 1 to the die roll for Reynolds. The roll is a 6 + 1 = 7, a hit. Heth’s 3rd Brigade marks the hit and makes a Discipline Check. He needs a 10 + 1 = 10 or lower to pass. An 11 is rolled, and the 3rd Brigade fails and routs. Heth’s 2nd Brigade must make a Discipline Checks as a result, needing a 10 + 1 = 11 or less to pass. A 10 is rolled, 1 is added for the routed 3rd Brigade for a total of 11, and it passes.

Now, the Union’s 2nd rank, the Bucktails, fi res. It needs an 8 + 1 = 9 or greater to hit Heth’s 2nd Brigade. A 6 is rolled for a miss.

[Step 7] The Confederate 2nd Brigade fi res at the Union 1st Brigade. It needs an 8 or higher to pass. A 7 is rolled +1 for A.P. Hill, so a hit is scored. The Union 1st Brigade needs a 9 + 1 = 10 or lower to pass the Discipline Check, rolls a 12 + 1 for the routed Paper Collars, fails, and routs.

The Bucktails now must make a Discipline Check. There are two routed Troop Stands now in the column. A roll of 9 + 1 = 10 or less is needed. A 7 is rolled, add 2 for the routed stands, for a total of 9. The Bucktails pass. Whew!

Card Play

We now step through card play, Step 8, with a running total of the bonuses each Player will gain, Step 9.

Again, Players will need to pay attention to the number of cards played, as there are still two Battle Board columns to go.

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[Step 8 and Step 9] The Confederate Player plays the Heth 4th Brigade Battle Card. A 2 Attack bonus will be added to his melee total, but the condition on the top of the card is not met, so no bonus there. Confederate: 2, Union: 0.

The Union Player plays the 1st Division, 2nd Brigade Battle Card, with a 2 Defense bonus and a +2 vs. Line. Confederate: 2, Union: 4.

The Confederate Player plays the Pegram’s Artillery Card for a +1 Attack bonus and a Select 3 to be applied against the Union Players dice roll. Confederate: 3, Union 4.

The Union Player plays the 2nd Division, 1st Brigade card for a 2 Defense bonus and a Select 3 to use against the Confederate Player dice roll. Confederates: 3, Union 6.

The Confederate Player passes. Card play ends.

Melee

Because both Players have been played a Select 3 by their opponent, each Player will roll three dice.

The Confederates rolls a 2, 3, and 4. The Union Player decides that only the 2 and 3 will be used for a total of 5. This, plus the 3 Attack bonus gives the Confederate Player a total of 8.

The Union Player rolls a 1, 2, and 4. The Confederate Player decides that the 1 and the 2 will count, for a total of 3. This plus the 6 Defense bonus of gives the Union Player a total of 9. The Confederate Player losses.

Now melee results are applied to the losing Confederates. Heth’s 2nd Brigade takes a Troop Strength loss. It must then pass a Discipline Check: 10 + 1 (for A. P. Hill) – 1 (for the difference in the Union vs. Confederate Melee Strengths) = 10 or less needed. The dice roll is modifi ed by +1 for a routed unit. A 10 is rolled and the 2nd Brigade fails and routs with an 11.

Since the Confederates no longer have unrouted Infantry or Dismounted Cavalry left in the column, Heth’s Division Artillery must make a Discipline Check [See 7.7], needing 11 + 1 (for A.P. Hill) = 12. The roll is an 11 +2 (for the two routed Troop stands) for a total of 13. The Artillery stand is destroyed.

Battle Board Resolution 1

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Finally, since all Confederate Troop stands are either routed or destroyed in the column, we need to see if A.P. Hill becomes a casualty. Two dice are rolled. A result of 3 is a kill and a result of a 6 is a wound, according to the Command and Leadership Ratings of A.P. Hill’s General stand. A 3 is rolled, so one Gravestone on A. P. Hill’s base is marked off and 1 Victory Point is awarded to the Union Player.

This resolves the Battle for this Battle Board column. See the results on Battle Board Resolution 1. On to the next column!

The Second Column

The resolution of the fi rst Battle Board column was clearly a disaster for the Confederates. The Confederate Player desperately hopes things will improve going forward.

Note that the Battle Cards played resolving the fi rst column are discarded, except for the Formation card for the Confederates as it still applies to the middle column.

Play proceeds starting at Step 3.

[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

= 2 to pass the Discipline Check, rolls a 3, and routs.

The Union 2nd Brigade has no target to fi re at, so no Fire is resolved. However, the Confederate Artillery (Pegram’s) is left and, because there are no Confederate Infantry left to continue resolving the Battle for this column, the process moves straight to rule 7.7 Routs from Battle. Pegram’s Artillery is rolled for. Its Discipline rating is 11 + 1 (for Walker) = 12 or less needed to pass a Discipline Check. A 1 will be added to the die roll do to the routed 4th Brigade. The roll is a 9 + 1 = 10, and a success, but the Artillery still routs (and at least is not destroyed).

Because there are no unrouted Confederate Infantry/Dismounted Cavalry Troop stands in the Battle Board Column, Confederate Lindsay Walker’s fate is now decided. Two dice are rolled, and the result is a 10, so Walker is unscathed.

This Battle Column is resolved. The results are shown in Battle Board Resolution 2. On to the remaining column!

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Battle Board Resolution 2

The Third Column

So far, this Battle has gone terribly for the Confederate Player. He may still pull of some sort of victory in the center, but the odds are now clearly stacked again him.

[Step 3] As there is only one Battle Board Column to resolve, the center column is where the Action is.

The Battle

[Step 4] All Formation cards are already in play, so this step is skipped.

[Step 5] Both sides have Artillery this time. The Confederates will fi re McIntosh’s Artillery needing a 7 or higher to hit. A nine is rolled and a hit is scored against. The 2nd Brigade of the Union 2nd Division. The Discipline Check is made, needing a 9 + 1 (due to Robinson) = 10 or less. An 8 is rolled and the Brigade passes.

The Union 1st Corps Artillery now fi res needing a 6 or higher to hit, plus 1 to the dice roll due to Robinson being there. A modifi ed 4 is roll, for a miss.

[Step 6] The Union 1st Brigade now fi res, needing a 6 or higher, plus 1 to the die roll. A modifi ed 10 is rolled for a hit on the Confederate 1st Brigade. The Confederate 1st Brigade needs 7 or less to pass the Discipline Check, rolls a 3, adds the 4 pip overage for the Union fi re for a total of 7 and passes. The Union 2nd Brigade of the 2nd Division now fi res, needing a 7 or higher, plus 1 to the dice roll. A modifi ed 9 is rolled for a hit. Heth’s 1st Brigade now must pass a Discipline Check needing a7 or less to pass. A 5 is rolled, plus the 2 pip overage for the Union fi re for a total of 7 and the Brigade passes again.

[Step 7] Heth’s 1st Brigade now fi res at the Union 1st Brigade, needing a 6 or higher. An 8 is scored. The Union 1st Brigade needs a 9 + 1 (for Robinson) = 10 or less to pass the Discipline Check. A 4 is rolled, plus 2 for the 2 pip overage from the confederate fi re for a total of 6, a pass.

[Step 8] Since the Confederate Player is already at a distinct disadvantage, he decides to take any possible advantages for Union card-play out of the equation and plays McIntosh’s Battle Card, Tactic vs Skirmish. This brings a +1 Attacker bonus, but it also ends all card play.

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[Step 9] The Confederates only have one rank in this Battle Column, so this step is skipped.

[Step 10] Melee is now resolved. The Confederate’s have a Troop Strength of 4, plus 1 for the Battle Card played for a total of 5. The Union Player has a total Troop Strength of 5, plus 1 for the Robinson being present, for a total of 6.

The Confederate Players rolls an 11, adds the previous 5, for a total of 16. The Union Player rolls a 2, adds 6, for a total of 8. The Confederate Player wins, and his score is doubled the Union Player’s largest Troop Strength of any Troop Stand in his column (which is the 2nd Brigade in this case with a Troop Strength of 3). The Union 1st Brigade takes 2 hits and is destroyed. The Union 2nd Brigade routs. The column is now resolved.

The only things left in the column are to determine the fates of the Union 1st Corps Artillery and Robinson. The Artillery needs an 11 + 1 or 12 or less to pass a Discipline Checks. 2 are added to the dice roll for the two Union Brigade routed or destroyed. The roll is a modifi ed 9 + 2 = 11, so the Artillery passes and routs.

The roll for Robinson is a 7. Robinson is

wounded and a Gravestone is marked. No Victory Point is awarded to the Confederate Player for a wound.

This Battle Board column is resolved. The Results are shown in Battle Board Resolution 3.

Battle Board Resolution

With the results of all three Battle Board columns resolved, and with no unrouted opposing forces remaining in in any single column, the entire Battle is resolved.

All destroyed Troop Stands are removed from play.

All Battle Cards used are discard to the Discard Pile.

All routed Troop Stands are move to adjacent Areas.

All unrouted Troop Stand and any Generals are placed back on to the Map Area under contention. The Battle Monument is removed and set aside.

Play now resumes back on the main Map.

Battle Board Resolution 3

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10.0 Scenarios

Included in Rally Round the Flag are historical and hypothetical situations that presented themselves or may have been possible during the Battle of Gettysburg.

In some cases, opposing forces start the scenario in the same Map Areas. This is intentional.

Note that the historical scenarios are not meant to be balanced. They are meant to refl ect the conditions as presented to the opposing forces during the period of the day the scenario starts.

10.1 Players’ Draw Decks, Discard Piles, and Reserve Decks

Each side, Union and Confederate, has a single Player Draw Deck. Each side also has a single Discard Pile.

In each scenario and in the section on reinforcements forces for both sides are listed by Entry March Circle or Area. Each entry lists the name of the General, how much of his command is present and/or individual Troop Stands. Following each listing is a number in parentheses. This is the number of cards you should have when you gather these stands for play.

For example: Confederate forces that start the Scenario 10.4 We’ll Fight Them Through the Town in the Harrisburg Road Area are as follows –

E. [Harrisburg Road] Richard S. Ewell, 2nd Corps (1); 1st Virginia Artillery Brigade, 2nd Corps (1); All of Jubal A. Early’s Division, 2nd Corps (6)

There should be a total of 8 cards added to the Draw Deck to represent the stands placed in the Harrisburg Road Area.

At the start of each scenario, Players will place all Battle Cards, except those that have “Reserve” printed at the bottom, all Command Cards, and designated Event Cards into a Single Deck, called the Draw Deck. This deck is shuffl ed prior to play.

Player’s will then draw a number of cards

equal to their respective Command-in-Chiefs Command Rating as their starting hand.

The Discard Pile is created and maintained throughout play. The Discard Pile is where cards that are played are placed, and where new cards are in preparation of new Game Turns.

The Reserve Deck is created at the start of each scenario. It is comprised of all Battle Cards with the word “Reserve” printed at the bottom. As Generals appear on the Map as reinforcements, their Reserve cards are added to the Reserve Deck, which is then reshuffl ed.

This is the deck that will be drawn from whenever the Reserves Arrive Event Card is played.

Each army has a single Reserve Deck.

10.2 Event Cards

The following Event Cards are added to the Draw Deck during preparation of specifi c Game Turns, as designated in the Reinforcements section, 11.0.

Rain: Turn Ends

The Rain: Turn Ends is an optional Event Card. It is shuffl ed into both Players’ decks if both Players agree to use the card to enable a variable weather event. It is shuffl ed into each deck at the preparation of

each Afternoon turn. When a Player draws the Rain: Turn Ends event card, roll 2 dice. A result of 11 or 12 causes the current turn to end immediately. The card is removed from play. Each Player may only cause an end of Turn due to weather once during the game.

Thunderstorms happened on July 4 during the retreat and may have happened during the period that the battle took place. The weather option allows for the possibility of weather playing a factor in the battle.

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Night March Moves Only

During the Evening turn, both sides shuffl e the Night March Moves Only Event Cards into their respective Draw Decks. When either Player draws the Event Card, only March Actions are allowed.

Remove these cards from the either the Draw

or Discard Pile during the Morning turn and set them aside. Add them back into the deck during the following day’s Evening turn should the scenario length allow it.

Cavalry Corps Skirmish

On July 3rd, at the start of the Afternoon, both the Union and Confederate Cavalry Corps Skirmish Event 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 any manner the Player wishes.

To continue the previous example, the difference in the die roll and current Victory Point level is 19 – 17 = 2. The Union Player distributes 2 Troop losses to any of his Cavalry stands.

Supplies Arrive

The Supplies Arrive Event Card must be played when drawn. Routed Confederate stands in Areas free of Union stands may test Discipline to Rally.

In addition, one Confederate step loss is regained. This may be used

to return a stand that was previously destroyed, including Artillery. Such a stand is placed next to the General directly commanding the stand.

The Confederates were in high spirits when they moved north to take the fi ght to the Union. As a result, the soldiers of the Army of Northern Virginia believed they could win the war with Lee in charge and supplies available.

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10.3 There’s the Devil to Pay Morning, July 1st

Union General Buford has fought a brilliant delaying Action against Confederate forces since the predawn hours of July 1st. Now, he much continue to delay under increasing pressure from forces under General Henry Heth and the Confederate 3rd Corps behind it until Union 1st Corps reinforcements can arrive.

Game Length

The scenario lasts one Game Turn and serves as an introduction to the Rally Round the Flag game system.

Alternatively, Players may continue the Action to include the entire fi rst day of the battle, ending after the Evening Turn.

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This scenario is also used as the start of the Grand Battle scenario. If Player’s wish to fi ght the entire battle of Gettysburg, then play proceeds until the end of the Evening Game Turn on July 3rd.

Victory Point Levels

The Confederate forces control 0 Victory Points, the Union forces control 36 Victory Points. These are indicated by the fl ag symbols in March Circles. There are 7 Victory Points that are contested.

Opposing Forces

The lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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. [Cashton Pass March Circle] General Henry Heth, 3rd Corps (1); General A. P. Hill, 3rd Corps* (1)

B. [Unfi nished Railroad] 2nd Brigade, Heth’s Division, 3rd Corps (1); Pegram’s Artillery Brigade, 3rd Corps# (1)

C. [Mill Road] 1st Brigade, Heth’s Division, 3rd Corps (1)

D. [Cashtown Pass] 3rd and 4th Brigade, Heth’s Division, 3rd Corps (2)

* General A.P. Hill becomes available and appears on the Cashtown Pass March Circle when his respective Command Card is played. Note that the March Circle must be vacant for this to occur. Otherwise, he is placed on the Cashtown Pass Area. Note that his Command Card starts the game as part of the Draw Deck.

# Pegram’s Artillery serves under Henry Heth’s command until Walker arrives.

Union Forces

A. [Unfi nished Railroad] 2nd Brigade, 1st Cavalry Division, Cavalry Corps (1)***

B. [Mill Road] 1st Brigade, 1st Cavalry Division, Cavalry Corps (1)***

C. [Chambersburg Pike] General John Buford, 1st Cavalry Division, Cavalry Corps (1)

D. General John F. Reynolds, 1st Corps (1)

E. All of General Wadsworth’s 1st Division, 1st Corps (3)*; All of General Doubleday’s 3rd Division, 1st Corps (4)*; All of General Robinson’s 2nd Division, 1st Corps (3)*; 1st Corps Artillery (1)**

* These Generals become available and appear on the March Circle when their respective Command Cards are played. Note that the March Circle must be vacant for this to occur.

** Is placed on the March Column Display.

*** Dismounted with Horse-holders

Previous Loses

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 and Heroic Charge and Event cards. Add one “Reserve” card from the Reserve Deck, and leave the Reserves Arrive Event Card in the Discard Pile.

To the Union Draw Deck add the Command Changes, General Forward, Heroic Charge, and Reserves Arrive Event Cards. The Command Changes Event Card is not yet in play until its conditions are met.

Reinforcements

None.

Alternatively, Players may continue to play out the scenario for additional Game Turns. In this case start with the July 1st Noon Game Turn reinforcements and going forward.

Special Rules

None.

Victory Conditions

The Confederates can win a tactical victory by controlling 10 Victory Points. They win a decisive victory if they control 13 VP and leave 3 Victory Points contested.

Should Players choose to extend the game into the entire day, then use the Victory Conditions from Scenario 10.4

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10.4 We’ll Fight Them Through the TownAfternoon July 1st

The Army of Northern Virginia has steadily pushed back Union forces throughout the morning of July 1st. Now, in the afternoon, Union forces have decided to delay Confederate forces for as long as possible in order to prevent them from taking the high ground south of Gettysburg, and to buy tome to prepare that high ground themselves for defense.

Victory Point Levels

The Confederate forces control 9 Victory Points, the Union forces control 26 Victory Points. These are indicated by the fl ag symbols in March Circles. There are 8 Victory Points that are contested.

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Opposing Forces

The lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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. [Fairfi eld Road] Henry Heth, Heth’s Division, 3rd Corps (1); 1st and 3rd Brigades, Heth’s Division, 3rd Corps (2); Artillery Brigade, Heth’s Division, 3rd Corps (1)

B. [Chambersburg Pike] Robert E. Lee, Army of Northern Virginia (1); Ambrose Powell Hill, 3rd 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)

C. [McPhearson Ridge] All of J. Thompson Brown’s 2nd Corps Artillery, 2nd Corps, except for 1st Virginia Brigade (2); Daniel’s and Iverson’s Brigades, Rodes’ Division, 2nd Corps (2)

D. [Carlisle Road] All of Rode’s Division, 2nd Corps, except, for Daniel’s and Iverson’s Brigades (5)

E. [Harrisburg Road] Richard S. Ewell, 2nd Corps (1); 1st Virginia Artillery Brigade, 2nd Corps (1); All of Jubal A. Early’s Division, 2nd Corps (6)

Union Forces

A. [Lutheran Seminary] Abner Doubleday, 3rd Division, 1st Corps (1); The Iron Brigade, 1st Division, 1st Corps (1); 1st and Bucktails Brigades, 3rd Division, 1st Corps (2); 2nd Brigade, 1st Cavalry Division, Cavalry Corps (1)*

B. [Oak Ridge] John F. Reynolds, 1st Corps (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 2nd Division, 1st Corps (3)

C. [Barlow’s Knoll] All of Oliver O. Howard’s 11th Corps, except for 2nd Division (8)

D. [York Road] John Buford, 1st Cavalry Division, Cavalry Corps (1); 1st Brigade, 1st Cavalry Division (1)*

E. [Cemetery Hill] All of Adolph von Steinwehr’s 2nd Division, 11th Corps (3)

* Union Cavalry is set up dismounted.

Previous Losses

Confederate

Mark two Troop Strength Step Loss for: Iverson’s Brigade, Rode’s Division, 2nd Corps; 4th Brigade, Heth’s Division, 3rd Corps.

Mark one Troop Strength Step Loss for O’Neal’s Brigade, Rode’s Division, 2nd Corps.

Union

Mark one Gravestone on Union General John Reynolds, 1st Corps.

Mark one Troop Strength Step Loss for: 1st Brigade, 2nd Division, 1st Corps; 1st and 2nd Brigades, 2nd Division, 1st Corps; 1st Brigade, 3rd Division, 1st Corps.

Mark two Troop Strength Step Losses for 2nd Brigade, 1st Division, 1st Corps.

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 Command Changes, General Forward, Heroic Charge, and Reserves Arrive Event Cards. The Command Changes Event Card is actively in play.

Reinforcements

Reinforcements begin at the start of the July 1st Evening Game Turn.

Special Rules

None.

Victory Conditions

The Confederates can win a tactical victory by controlling 17 Victory Points and leaving 5 Victory Points contested. They win a decisive victory if they control 22 VP and are the sole occupants of the Culp’s Hill Area by the end of the Evening turn.

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10.5 Setting the PiecesMorning, July 2nd

Both armies spent the morning arranging forces for the next act. This scenario assumes Lee launches a Confederate attack as early as possible hoping to catch the Union Army still in a state of defense preparation.

Victory Point LevelsThe Confederate forces control 22 Victory Points, the Union forces control 20 Victory Points. These are indicated by the fl ag symbols in March Circles. There is 1 Victory Points that is contested.

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Opposing ForcesThe lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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 ForcesA. [Seminary Ridge] All of Pender’s Division, 3rd Corps, except for Artillery Brigade (5); Artillery Brigade, Heth’s Division, 3rd Corps (1)

B. [Chambersburg Pike] All of Anderson’s Division, 3rd Corps (6); All of Heth’s Division, 3rd Corps, except for the Artillery Brigade (5)

C. [Lutheran Seminary] Robert E. Lee, Army of Northern Virginia (1); James Longstreet, 1st Corps (1); A. P. Hill, 3rd Corps (1); All of Thompson Brown’s Artillery Division, 2nd Corps, except for Nelson’s Brigade (2); All of Lindsay Walker’s Artillery Division, 3rd Corps (3); Artillery Brigade, Pender’s Division, 3rd Corps (1)

D. [McPhearson’s Ridge] Mahone’s Brigade, Anderson’s Division, 3rd Corps (1)

E. [Oak Ridge] O’Neal’s and Daniels’ Brigades, Rodes’ Division, 2nd Corps (2)

F. [Gettysburg] All of Rodes’ Division, 2nd Corps, except Daniels’, O’Neal’s and Artillery Brigade (4)

G. [Barlow’s Knoll] Artillery Brigade, Rodes’ Division, 2nd Corps (1); Nelson’s Artillery Brigade, 2nd Corps (1); Artillery Brigade, Early’s Division, 2nd Corps (1)

H. [Harrisburg Road] Albert Jenkin’s Cavalry Brigade, J.E.B. Stuart’s Cavalry Division (1) *

I. [York Road] Richard S. Ewell, 2nd Corps (1); All of Early’s Division, 2nd Corps, except for Smith’s Brigade and Artillery Brigade (4)

J. [Gettysburg and Hanover Railroad] Smith’s Brigade, Early’s Division, 2nd Corps (1)

K. [Hanover Road] All of Johnson’s Division, 2nd Corps (6)

* Under the command of Ewell, 2nd Corps. Starts as mounted.

Union ForcesA. [Devil’s Den] All of Geary’s 2nd Division, 12th Corps, except for the 3rd Brigade (3)

B. [Cemetery Ridge] 3rd Brigade, 2nd Division, 12th Corps (1); All of Birney’s 1st Division, 3rd Corps (3)

C. [Peach Orchard] all of John Buford’s 1st Division,

Cavalry Corps, except for the 3rd Brigade (3)

D. [Angle] Daniel Sickles, 3rd Corps (1); All of Andrew Humphreys’ 2nd Division, 3rd Corps (3); Artillery Brigade, 3rd Corps (0)

E. [Spangler Springs] Henry Slocum, 12th Corps (1); Artillery Brigade, 12th Corps (0)

F. [Cemetery Hill] George Meade, Army of the Potomac; All of John Reynolds’ 1st Corps, except for the 1st Division (8); All of Oliver Howard’s 11th Corps (10)

G. [Culp’s Hill] All of Wadsworth’s 1st Division, 1st Corps (3)

H. [Baltimore Pike] All of Alpheus William’s 1st Division, 12th Corps, except for 3rd Brigade (3)

Previous Losses

ConfederateMark one Gravestone on Henry Heth, Heth’s Division, 3rd Corps

Mark one Troop Strength Step Loss for: O’Neal’s Brigade, Rode’s Division, 2nd Corps; Gordon’s Brigade, Early’s Division, 2nd Corps; Daniel’s Brigade, Rodes’ Division, 2nd Corps; Perrin’s Brigade, Pender’s Division, 3rd Corps.

Mark two Troop Strength Step Loss for: Iverson’s Brigade, Rode’s Division, 2nd Corps; 1st Brigade, Heth’s Division, 3rd Corps; 4th Brigade, Heth’s Division, 3rd Corps.

UnionMark one Gravestone on John Reynolds, 1st Corps.

Mark one Troop Strength Step Loss for: 2nd Brigade, 2nd Division, 1st Corps; 1st Brigade, 2nd Division, 11th Corps; 2nd Brigade, 3rd Division, 11th Corps;

Mark two Troop Strength Step Losses for 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.

Mark three Troop Strength Step Loses for 1st Brigade, 1st Division, 1st Corps.

Draw DecksCreate 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 Heroic Charge, and Reserves Arrive Event Cards.

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ReinforcementsReinforcements begin at the start of the July 2nd Noon Game Turn.

Special RulesNone.

Victory ConditionsThe Confederates can win a tactical victory by controlling 26 Victory Points and leaving 8 Victory Points contested. They win a decisive victory if they control 31 VP and leave 5 Victory Points contested by the end of the Evening Game Turn.

10.6 Turning the FlanksAfternoon, July 2nd

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Confederate General Lee devises a plan to attack the Union lines in echelon starting from the far right fl ank and working along the entire line to the far left fl ank, in order to draw Union forces gradually to the Union left in support of the defense and hopefully opening a gap in their lines to exploit and destroy the Army of the Potomac.

Victory Point LevelsThe Confederate forces control 23 Victory Points, the Union forces control 16 Victory Points. These are indicated by the fl ag symbols in March Circles. There are 4 Victory Points that are contested.

Opposing ForcesThe lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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 ForcesA. [Emmitsburg Road] All of Hood’s Division, 1st Corps (6)

B. [Peach Orchard] James Longstreet, 1st Corps (1); All of McLaws’ Division, 1st Corps (6); All of Walton’s Artillery, 1st Corps (3)

C. [Spangler’s Wood] Anderson Powell Hill, 3rd Corps (1); All of Anderson’s Division, 3rd Corps, except for Anderson’s Artillery Brigade (6)

D. [Seminary Ridge] All of Pender’s Division, 3rd Corps (6); Anderson’s Artillery Brigade (1); Heth’s Artillery Brigade (1); All of Walker’s Artillery, 3rd Corps (3)

E. [Fairfi eld Road] 3rd Brigade and 4th Brigade from Heth’s Division, 3rd Corps (2)

F. [Chambersburg Pike] Henry Heth, Heth’s Division 3rd Corps (1); 1st Brigade and 2nd Brigade from Heth’s Division, 3rd Corps (2)

G. [Lutheran Seminary] Robert E. Lee, Army of Northern Virginia (1); 1st Virginia Artillery Brigade, 2nd Corps Artillery (1)

H. [Gettysburg] All of Rodes’ Division, 2nd Corps, except for Rodes’ Division Artillery (6); J. Thomas Brown Artillery, 2nd Corps, except for 1st Virginia Artillery Brigade (2)

I. [York Road] Hoke’s and Gordon’s Brigade, Early’s Division, 2nd Corps (2)

J. [Brenner’s Hill] Richard S. Ewell, 2nd Corps (1); All of Early’s Division, except Hoke’s and Gordon’s Brigade, 2nd Corps (4)

K. [Hanover Road] All of Edward Johnson’s Division,

2nd Corps (6)

L. [Barlow’s Knoll] Artillery Brigade, Rodes’ Division, 2nd Corps (1)

Union ForcesA. [Devil’s Den] All of Andrew A. Humphreys 2nd Division, 3rd Corps minus 1st Brigade (3)

B. [Peach Orchard] All of David B. Birney’s 1st Division, 3rd Corps (4); 1st Brigade, 2nd Division, 3rd Corps (1)

C. [Wheatfi eld] All of John C. Caldwell’s 1st Division, 2nd Corps (5); Daniel E. Sickles, 3rd Corps (1); 3rd Corps Artillery (0)

D. [Cemetery Ridge] George Sykes, 5th Corps (1); All of James Barnes’ 1st Division, 5th Corps (4); 5th Corps Artillery (0)

E. [Power’s Hill] All of Romeyn B. Ayres’ 2nd Division, 5th Corps (4); All of Samuel W. Crawford’s 3rd Division, 5th Corps (3)

F. [Angle] Winfi eld Scott Hancock, 2nd Corps (1); All of John Gibbon’s 2nd Division, 2nd Corp (4); 2nd Corps Artillery (0)

G. [Spangler’s Spring] All of Alpheus S. Williams’ 1st Division, 12th Corps (4); All of Robert O. Tyler’s Artillery Reserve (6)

H. [Cemetery Hill] George Gordon Meade, Army of the Potomac (1); All of John F. Reynolds 1st Corps minus 1st Division (8); All of Alexander Hay’s 3rd Division, 2nd Corps (4); All of Oliver O’ Howard’s 11th Corps, minus 1st Division (7)

I. [Culp’s Hill] All of James S. Wadsworth’s 1st Division, 1st Corps (3); All of Francis C Barlow’s 1st Division, 11th Corps (3); Henry W. Slocum, 12th Corps (1); All of John W. Geary’s 2nd Division, 12th Corps (4); !2th Corps Artillery.

J. [Westminster Entry Circle] All of John Sedgewick’s 6th Corps (12)

Previous LossesConfederateMark one Gravestone on Henry Heth, Heth’s Division, 3rd Corps

Mark one Troop Strength Step Loss for: O’Neal’s Brigade, Rode’s Division, 2nd Corps; Gordon’s Brigade, Early’s Division, 2nd Corps; Daniel’s Brigade, Rodes’ Division, 2nd Corps; Perrin’s Brigade, Pender’s Division, 3rd Corps.

Mark two Troop Strength Step Loss for: Iverson’s Brigade, Rode’s Division, 2nd Corps; 1st Brigade, Heth’s Division, 3rd Corps; 4th Brigade, Heth’s Division, 3rd Corps

UnionMark one Gravestone on John Reynolds, 1st Corps.

Mark one Troop Strength Step Loss for: 2nd

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Brigade, 2nd Division, 1st Corps; 1st Brigade, 2nd Division, 11th Corps; 2nd Brigade, 3rd Division, 11th Corps;

Mark two Troop Strength Step Losses for 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.

Mark three Troop Strength Step Loses for 1st Brigade, 1st Division, 1st Corps.

Draw DecksCreate 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 Heroic Charge, and Reserves Arrive Event Cards.

ReinforcementsReinforcements begin at the start of the July 2nd Evening Game Turn.

Special RulesNone.

Victory ConditionsThe Confederates can win a tactical victory by controlling 27 Victory Points, leaving 10 Victory Points contested, and being the sole occupiers of Devil’s Den or Culp’s Hill. They win a decisive victory if they control 30 VP and leave at least 5 Victory Points contested by the end of the Evening turn.

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10.7 The Last ActNoon, July 3rd

Lee is convinced that the Union lines are too strong on the fl anks and that in strengthening the fl anks, Meade has left his center vulnerable to a determined attack.

Victory Point LevelsThe Confederate forces control 23 Victory Points, 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.

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Opposing ForcesThe lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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 ForcesA. [Emmitsburg Road] Anderson’s Brigade, Hood’s Division, 1st Corps (1)

B. [Devil’s Den] All of Hood’s Division, 1st Corps, except Anderson’s Brigade (5); Lafayette McLaws, 1st Corps (1); Semmes’ Brigade, McLaws’ Division, 1st Corps (1)

C. [Wheatfi eld] Kershaw’s, Wofford’s, and Barksdale’s Brigades, McLaws’ Division, 1st Corps (3)

D. [Peach Orchard] James Longstreet, 1st Corps (1); Janes B. Walton, Artillery, 1st Corps (1); Alexander Artillery Brigade, 1st Corps (1); Kemper’s and Artillery Brigade, Pickett’s Division, 1st Corps (2); Wilcox’s and Florida Brigades, Anderson’s Division, 3rd Corps (2)

E. [Spangler’s Woods] George E. Pickett, 1st Corps (1); Garnett’s and Armistead’s Brigades, Pickett’s Division, 1st Corps (2); Artillery Brigade, McLaws’ Division, 1st Corps (1); Louisiana Artillery Brigade, First Corps (1); Richard H. Anderson, 3rd Corps (1); Wright’s Brigade, Anderson’s Division, 3rd Corps (1); 1st and 3rd Brigades, Heth’s Division, 3rd Corps (2); Scales’, Lane’s, and Artillery Brigades, Pender’s Division, 3rd Corps (3)

F. [Copse of Trees] Artillery Brigade, Anderson’s Division, 3rd Corps (1)

G. [Seminary Ridge] Ambrose Powell Hill, 3rd Corps (1); Mahone’s and Posey’s Brigades, Anderson’s Division, 3rd Corps (2); William Dorsey Pender, 3rd Corps (1); McGowan’s and Thomas’ Brigades, Pender’s Division, 3rd Corps (2); Henry Heth, 3rd Corps (1); 2nd, 4tf, and Artillery Brigades, Heth’s Division, 3rd Corps (3); Lindsay Walker, Artillery, 3rd Corps (1); Pegram’s Artillery Brigade, 3rd Corps (1); Ramseur’s, Iverson’s, and Dole’s Brigades, Rodes’ Division, 2nd Corps (3)

H. [Lutheran Seminary] Robert E. Lee, Army of Northern Virginia (1); Thompson Brown, Artillery, 2nd Corps (1); McIntosh’s Artillery Brigade, 3rd Corps (1); Artillery Brigade, Rode’s Division, 2nd Corps (1); 1st VA Artillery Brigade, 2nd Corps (1);

I. [Gettysburg] Robert E. Rodes, 2nd Corps (1); Jubal E. Early, 2nd Corps (1); Hays’ and Hoke’s Brigades, Early’s Division, 2nd Corps (2)

J. [Barlow’s Knoll] Artillery Brigade, Early’s Division, 2nd Corps (1)

K. [York Road] Richard S. Ewell, 2nd Corps (1); Gordon’s Brigade, Early’s Division, 2nd Corps (1)

L. [Culp’s Hill] All of Johnson’s Division, 2nd Corps, except Artillery Brigade (5); Smith’s Brigade, Early’s Division, 2nd Corps (1); Daniel’s and O’Neal’s Brigades, Rodes’ Division, 2nd Corps (2)

M. [Brenner’s Hill] Nelson’s Artillery Brigade, 2nd Corps (1); Artillery Brigade, Johnson’s Division, 2nd Corps (1)

Union Forces A. [Devil’s Den] Sykes, 5th Corps (1); All of Romeyn B Ayres’ 2nd Division, 5th Corps (4); 3rd Brigade, 1st Division, 5th Corps (1); Artillery, 5th Corps (0)

B. [Taneytown Road] John Sedgwick, 6th Corps (1); Albion P. Howe, 2nd Division, 6th Corps (1); 2nd Brigade, 2nd Division, 6th Corps (1); 3rd Brigade, 1st Division, 6th Corps (1)

C. [Cemetery Ridge] All of Horatio Write’s 1st Division, 6th Corps, except for 3rd Brigade (3); All of John Newton’s 3rd Division, 6th Corps, except for 1st Brigade (3); Artillery Brigade, 6th Corps (0); Artillery Brigade, 3rd Corps (0)

D. [Wheatfi eld] All of James Barnes’ 1st division, 5th Corps, except 3rd Brigade (3); All of Samuel W. Crawford’s 3rd Division, 5th Corps (3); Daniel E. Sickles, 3rd Corps (1); All of David B. Birney’s 1st Division, 3rd Corps (4); All of Andrew A. Humphreys’ 2nd Division, 3rd Corps (4); 4th Volunteer Brigade, Artillery Reserve, Army of the Potomac (1)

E. [Angle] All of Abner Doubleday’s 3rd Division, 1st Corps (4); All of John C. Caldwell’s 1st Division, 2nd Corps (5); 1st Regular and 1st Volunteer Brigades, Reserve Artillery, Army of the Potomac (2)

F. [Spangler’s Spring] 3rd Brigade, 2nd Division, 6th Corps (1)

G. [Cemetery Hill] George Gordon Meade, Army of the Potomac (1); John F. Reynolds, 1st Corps (1); All of John C. Robinson’s 2nd Division, 1st Corps (3); Artillery Brigade, 1st Corps (0); Winfi eld Scott Hancock, 2nd Corps (1); All of John Gibbon’s 2nd Division, 2nd Corps (4); All of Alexander Hays’ 3rd Division, 2nd Corps (4); Artillery Brigade, 2nd Corps (0); Oliver O. Howard, 11th Corps(1); All of Francis C. Barlow’s 1st Division, 11th Corps (3); All of Adolph von Steinwehr’s 2nd Division, 11th Corps (3); All of Carl Schurz’s 3rd Division, 11th Corps (3); Artillery Brigade, 11th Corps (0); Robert O. Tyler, Artillery Reserve, Army of the Potomac (1); 2nd Volunteer and 3rd Volunteer Brigades, Reserve Artillery, Army of the Potomac (2); Artillery Brigade, 12th Corps (0)

H. [Culp’s Hill] Henry W. Slocum, 12th Corps (1); All of Alpheus S. Williams’ 1st Division, 12th Corps (4); All of John W. Geary’s 2nd Division, 12th Corps (4);

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All of James S. Wadsworth’s 1st Division, 1st Corps (3); 1st Brigade, 3rd Division, 6th Corps (1)

Previous LossesConfederateMark one Gravestone on: Henry Heth, Heth’s Division, 3rd Corps; John Hood, Hood’s Division, 1st Corps; William Pender, Pender’s Division, 3rd Corps

Mark one Troop Strength Step Loss for: Anderson’s Brigade, Hood’s Division, 1st Corps; Law’s Brigade, Hood’s Division, 1st Corps; Robertson’s Brigade, Hood’s division, 1st Corps; Benning’s Brigade, Hood’s Division, 1st Corps; Semmes’ Brigade, McLaws’ Division, 1st Corps; Kershaw’s Brigade, McLaws’ Division, 1st Corps; Barksdale’s Brigade, McLaws’ Division, 1st Corps; Wilcox’s Brigade, Anderson’s Division 3rd Corps; Wright’s Brigade, Anderson’s Division, 3rd Corps; O’Neal’s Brigade, Rode’s Division, 2nd Corps; Gordon’s Brigade, Early’s Division, 2nd Corps; Perrin’s Brigade, Pender’s Division, 3rd Corps; Jones’ Brigade, Johnson’s Division, 2nd Corps; Williams’ Brigade, Johnson’s Division, 2nd Corps; Steuart’s Brigade, Johnson’s Division, 2nd Corps; Avery’s Brigade, Early’s Division, 2nd Corps

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

UnionMark 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

Draw DecksCreate 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 Heroic Charge, and Reserves Arrive Event Cards.

ReinforcementsNone.

Special RulesNone.

Victory ConditionsThe Confederates can win a tactical victory by taking and holding, as the sole occupiers, Cemetery Hill and the Angle by the end of the July 3rd Afternoon Game Turn. They win a decisive victory by also being sole occupiers of Culp’s Hill by the end of the July 3rd Afternoon Game Turn.

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10.8 Hypothetical – Stuart Shows Up EarlyAfternoon, June 30th

This scenario assumes that Stuart fi nds Ewell’s Corps early on June 30th and is sent to locate the forward elements of the Army of the Potomac.

Victory Point LevelsThe 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.

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Opposing ForcesThe lettered locations on the Map indicate the Areas where forces are placed at the start of the 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.

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 ForcesA. 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 LossesNone.

Draw DecksCreate 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.

ReinforcementsNone.

Special RulesJ.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.

Victory ConditionsThe Confederates win if they can provide a clear path along the Pike from the Cashtown Pass Entry March Circle to the March Circle ending on the town of Gettysburg, inclusive, such that no Union General occupies a March Circle along that path.

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11.0 Reinforcements and Event Cards

This section is used by all scenarios that are played over multiple Game Turns. It is based on historical reinforcement arrival times, with slight variations to fi t the scale of the game.

All reinforcements designated to enter an Entry March Circle are undeployed and are represented by the General’s Stand commanding them.

For example, if the reinforcement is “All of Richard Anderson’s Division, 3rd Corps” then only Richard Anderson’s General Base is place on the Entry March Circle.

Note that in all cases, a General must consider the Entry March Circle or an adjacent Area on the Map’s physical board edge as the fi rst March Circle or Area moved into under Rule 6.4.

In some cases, not all Troop Stands belonging to a General are available when the General is Activated. These Troop Stands appear on a different Game Turn and are indicated by a # in the Game Turn of arrival. When these Troop Stands are available, place them on the March Column Display.

11.1 July 1st Noon

ForcesUnion[Emmitsburg Entry March Circle] All of Oliver Howard’s 11th Corps, except for 3rd Division and Artillery Brigade, 11th Corps (7)

[Taneytown Entry March Circle] All of 2nd Division, 11th Corps (3); Artillery Brigade, 11th Corps (0)

Confederate[Cashtown Entry March Circle] All of Pender’s Division, 3rd Corps (6); All of Lindsay Walker’s Artillery, 3rd Corps, except for Pegram’s Artillery Brigade (2); Artillery Brigade, Heth’s Division, 3rd Corps (1); Robert E. Lee, Army of Northern Virginia (1)

[Mummasburg Entry March Circle] All of

Richard Ewell’s 2nd Corps, except for Edward Johnson’s Division (17)

Event CardsNone.

11.2 July 1st Afternoon

ForcesUnion[Westminster Entry March Circle] All of Henry Slocum’s 12th Corps, except for 2nd Brigade, 1st Division (8); All of

Daniel Sickles 3rd Corps, except for 2nd Division and Artillery Brigade, 3rd Corps (5)

Confederate[Cashtown Pass Entry March Circle] James Longstreet, 1st Corps (1); All of Richard Anderson’s Division, 3rd Corps (7);

All of Edward Johnson’s Division, 2nd Corps (6); All of Thompson Browns Artillery, 2nd Corps (3)

Event CardsAdd the Rain Turn Ends Event Card to the Player’s respective Discard Piles. Add the Supplies Arrive Event Card to the Confederate Discard Pile. Each Player shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck.

11.3 July 1st Evening

ForcesUnion[Emmitsburg Entry March Circle] All of 2nd Division, 3rd Corps (4)

ConfederateNone

Event CardsAdd the Night March Moves Only Event Card to the Player’s respective Discard Piles. Each Player shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck.

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11.4 July 2nd Morning

ForcesUnion[Westminster Entry March Circle] 2nd Brigade, 1st Division, 12th Corps (1) #; All of George Sykes 5th Corps (12)

[Emmitsburg Entry March Circle] Artillery Brigade, 3rd Corps (0)

[Taneytown Entry March Circle] All of Winfi eld Hancock’s 2nd Corps (14)

[Emmitsburg or Taneytown Entry March Circle] All of Robert Tyler’s Artillery Reserve, Army of the Potomac (6)

Confederate[Cashtown Pass Entry March Circle] All of John Hood’s Division, 1st Corps, except for Law’s Brigade (5); All of Lafayette McLaws’ Division, 1st Corps (6); All of James Walker’s Artillery, 1st Corps (3)

Event CardsNone.

11.5 July 2nd Noon

ForcesUnionNone.

Confederate[Cashtown Pass Entry March Circle] Law’s Brigade, Hood’s Division, 1st Corps (1) #; All of George Pickett’s Division, 1st Corps (5)

Event CardsNone.

11.6 July 2nd Afternoon

ForcesUnion[Westminster Entry March Circle] All of John Sedgewick’s 6th Corps (12)

ConfederateNone.

Event CardsAdd the Rain Turn Ends Event Card to the Player’s respective Discard Piles. Each Player shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck.

11.7 July 2nd Evening

ForcesNone.

Event CardsAdd the Night March Moves Only Event Card to the Player’s respective Discard Piles. Each Player shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck.

11.8 July 3rd Morning

ForcesNone.

Event CardsNone.

11.9 July 3rd Noon

ForcesNone.

Event CardsNone.

11.10 July 3rd Afternoon

ForcesNone.

Event CardsAdd the Rain Turn Ends and the Cavalry Corps Skirmish Event Cards to the Player’s respective Discard Piles. Each Player shuffl es their Discard Pile then adds it to the bottom of the current Draw Deck.

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12.0 Optional RulesThe following are optional rules that add additional elements to the Rally Round the Flag that Players may want to try. Note that these options may unbalance a game, so both Players must agree to their use prior to starting a game.

12.1 Actions

12.1.1 Action: WithdrawA General may perform a Withdraw Action 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 moved to are father from an Area occupied by opposing Troop Stands than the moving Troop Stands original Area. Troop Stands that are in Areas that also contain opposing Troop Stands must pass a Discipline Check. If they pass, they move, otherwise they rout.

12.1.2 Action: RepositionA General may perform a Reposition Action in lieu of any other Action during the current Activation. The entire Division or Corps must:

• Currently be in Areas unoccupied by opposing Troop Stands.

• Move to and through Areas that cannot be fi red upon via a Fire Action other than Bombardment.

The moving Troop Stands may move two contiguous Map Areas under a Reposition Action so longs as the above two restrictions are met for each Area.

12.2 They Got ‘Round Us!

If more than half of the Areas attached to the Area where a Player has Troop Stands are solely occupied by opposing Troop Stands, and 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 BattleThis 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

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1st Corps - James Longstreet

Pickett’s Division – George E. PickettArmistead’s BrigadeGarnett’s BrigadeKemper’s BrigadePickett Division Artillery

Hood’s Division – John B. HoodLaw’s Brigade Benning’s BrigadeAnderson’s BrigadeThe Texas BrigadeHood Division Artillery

McLaws’ Division - Lafayette McLawsWofford’s BrigadeKershaw’s BrigadeSemmes’ BrigadeBarksdale’s BrigadeMcLaws’ Division Artillery

1st Corps Artillery – James B. WalkerLouisiana BrigadeAlexander’s Brigade

2nd Corps - Richard S. Ewell

Rodes Division – Robert E. RodesO’Neal’s BrigadeDaniel’s BrigadeDole’s BrigadeIverson’s BrigadeRamseur’s BrigadeRode’s Division Artillery

Early’s Division – Jubal A. EarlyHoke’s BrigadeSmith’s BrigadeHay’s DivisionGordon’s BrigadeEarly Division Artillery

Johnson’s Division – Edward JohnsonStonewall BrigadeTiger BrigadeSteuart’s BrigadeJones’ BrigadeJohnson Division Artillery

2nd Corps Artillery – J. Thompson Brown

1st Virginia BrigadeNelson’s Brigade

3rd Corps - A.P. Hill

Heth’s Division - Henry Heth1st Brigade2nd Brigade3rd Brigade4th BrigadeHeth Division Artillery

Pender’s Division – William PenderLane’s BrigadeScale’s BrigadeThomas’ BrigadeMcGowan’s BrigadePender Division Artillery

Anderson’s Division – Richard H. Anderson

Florida BrigadeWillcox’s BrigadeMahone’s BrigadePosey’s BrigadeWrite’s BrigadeAnderson Division Artillery

3rd Corps Artillery – Lindsay WalkerMcIntosh’s BrigadePegram’s Brigade

Cavalry Division - J.E.B. StuartRobertson’s BrigadeJenkin’s BrigadeW.H.F. Lee’s BrigadeF. Lee’s BrigadeHampton’s BrigadeHorse Artillery Brigade

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Army of the Potomac – George C. Meade

1st Corps – John F. Reynolds

1st Division – James WadsworthThe Iron Brigade2nd Brigade

2nd Division – John C. Robinson1st Brigade2nd Brigade

3rd Division - Abner Doubleday 1st BrigadeBucktail BrigadePaper Collar Brigade

Corps ArtilleryArtillery Brigade

2nd Corps – Winfi eld Scott Hancock

1st Division – John C. Caldwell1st BrigadeIron Brigade3rd Brigade4th Brigade

2nd Division – John Gibbon1st Brigade2nd Brigade3rd Brigade

3rd Division – Alexander Hays1st Brigade2nd Brigade3rd Brigade

Corps ArtilleryArtillery Brigade

3rd Corps – Daniel E. Sickles

1st Division – David B. Birney 1st Brigade2nd Brigade3rd Brigade

2nd Division – Andrew A. Humphreys1st Brigade2nd Brigade3rd Brigade

Corps ArtilleryArtillery Brigade

5th Corps – George Sykes

1st Division – James Barnes1st Brigade2nd Brigade3rd Brigade

2nd Division – Romelyn B. Ayres1st Brigade2nd Brigade3rd Brigade

3rd Division – Samuel W. Crawford1st Brigade3rd Brigade

Corps ArtilleryArtillery Brigade

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6th Corps – John Sedgwick

1st Division – Horatio Wright1st Brigade2nd Brigade3rd Brigade

2nd Division – Albion P. Howell2nd Brigade3rd Brigade

3rd Division – John Newton1st Brigade2nd Brigade3rd Brigade

Corps ArtilleryArtillery Brigade

11th Corps – Oliver O. Howard

1st Division – Francis C. Barlow1st Brigade2nd Brigade

2nd Division – Adolph von Stienwehr1st Brigade2nd Brigade

3rd Division – Carl Shurz1st Brigade2nd Brigade

Corps ArtilleryArtillery Brigade

12th Corps – Henry W. Slocum

1st Division – Alpheus S. Williams1st Brigade2nd Brigade3rd Brigade

2nd Division – John W. Geary1st Brigade2nd Brigade3rd Brigade

Corps ArtilleryArtillery Brigade

Artillery Reserve – Robert O. Tyler1st Regular Brigade1st Volunteer Brigade2nd Volunteer Brigade3rd Volunteer Brigade4th Volunteer Brigade

Cavalry Corps1st Cavalry Division – John Buford1st Brigade2nd BrigadeReserve Brigade2nd Cavalry Division – David M. Gregg1st Brigade3rd Brigade3rd Cavalry Division – Judson Kilpatrick1st Brigade2nd BrigadeCorps Artillery1st Horse Brigade2nd horse Brigade

Designer’s NotesThe game accounts for historic command and control problems of both armies. Particularly, if General Reynolds (Commander of the Union 1st Corps and initially in command of the Army of the Potomac until Meade’s arrival) is killed on the fi rst day of play, the Union Army will suffer the historical problems of command confusion. As the First Corps commander and most senior General on the battlefi eld, if Reynold’s survives, the Union will be better led to face Lee’s second day’s attacks.

Because the small divisions and cumbersome organizational structure of the Army of the Potomac makes strong attacks hard to execute, General Meade’s defensive posture will naturally play out in the game. Rally does not predestine the outcome of the game. The design refl ects the tactical, organizational, and operational limitations of the opposing armies and their Generals.

In the Division Command game of Rally, each Artillery standee equals 6 to 10 guns, and each Infantry or dismounted Cavalry standee equals ~475 troops.

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