Blue vs. Gray Reminders
Blue
- Commanders
- (#4) Dept. of Washington - Washington defense only. Acts as a leader (who can't be killed, wounded, sacked). Does not need a unit assigned to it to be active. May (temporily) combine strengths with one other (eligible) command. Use the other command's initiative; it can be killed, etc. If defending totally alone, treat as a 1-step unit. May not attack and may only defend Washington.
- (#8) Irvin McDowell - Political disfavor.
- (#11) George Brinton McClellan - Political disfavor.
- (#13) Nathaniel Prentiss Banks - You can place this card back in your hand during Step 1 or 2 of your turn, even if replaced by another leader (but not if Banks is sacked or wounded). You can play him again on your next turn.
- (#14) Henry Wagner Halleck - Political favor.
- (#17) Don Carlos Buell - If sacked as a result of a battle, remove permanently.
- (#19) Ulysses Simpson Grant - Political favor. If combat result is Soldier's Battle, Grant always takes (or holds) his city (etc.), even if he doesn't win the battle.
- (#34) John Pope - Political disfavor.
- (#43) William Starke Rosecrans - Political disfavor.
- (#52) Joseph Hooker - Hooker automatically loses all soldier's battles.
- (#62) William Tecumseh Sherman - Political favor if Grant is in the game.
- (#70) Oliver Otis Howard - Political favor.
- (#73) Henry Warner Slocum - Will not serve in same command as Hooker.
- Enigmas
- (#3) The Devil's Own Luck - Play once, then discard. If a leader is killed (only) you can play this card and he is mysteriously spared as if nothing happened.
- (#6) Habeas Corpus - Play any time, then discard. If you fail to play this card before both Emancipation (USA) and Copperheads (CSA) cards have been played, you must control at least 5 objectives (rather than the usual 4) by the 1864 elections. (It still takes 6 objectives for the Union to win.)
- (#23) Monitor - Play any time, then set aside. Nullifies CSA Ironclads card. Norfolk is automatically occupied by USA forces. Can be used as a blockading naval unit unless the CSA Ironclads card has been played.
- (#38) John Brown's Body - Play any time, then discard. Union can "undeplete" all units for free.
- (#41) Special Orders No. 191 - Play just after a CSA attack on native Northern soil, then discard. This ends the Rebel turn, immediately. Next turn, +1 to combat die roll on one attack vs. an occupid native USA city.
- (#48) "Old Abe," The Battle Eagle - Western Theater Only. Play any time, then discard. +1 to combat results if attacking, -1, if defending. Play as a reserve.
- (#51) Emancipation Proclamation - Play any time after a Rebel force is defeated (or routed) in a battle with at least 5 participating US infantry corps, then set aside. Wheeling and Kentucky go pro-North (if still neutral). Place control markers as appropriate. Confederate Diplomatic Victory no longer possible. Important: If Copperheads (CSA) and Emancipation (USA) are both played before Habeas Corpus (USA), the USA needs to fulfill 5 objectives (rather than the usual 4) to satisfy the 1864 Election requirements.
- (#57) Pauline Cushman - Play at any time, then discard. You may examine the Southern hand.
- (#60) Blue Mountain Boys - Play at the start of your turn, but only after Emancipation, then discard. +2 to Attacks vs. Chattanooga, Knoxville, Cumberland Gap, Wheeling. +1 to attacks vs. Atlanta.
- (#61) Swamp Angel - Play at any time, then discard. Play as a reserve. +1 to combat result in a single amphibious attack against any Rebel port.
- (#65) The Freedom Sickness - Play once, before announcing attacks, then discard. Can't be played until Emancipation. +1 to all attacks this turn, except vs. fortifications (but can't be used to support an invasion, in any case). Permanently nullifies "Digging for the South" (CSA).
- (#68) Infernal Machines - Play like a reserve, then discard. Nullify one hostile fortification (except Richmond) for one attack. Additionally, opponent must deplete or eliminate 1 involved division of his choice. Can't be used in an invasion.
- (#72) 1864 Elections - If this is the first time this card has come up, place this card (sticking out, face up) on the bottom of your deck. The next time you draw this card, play it immediately and check your Victory Conditions card to see if either side wins then and there. If not, the game continues until the USA wins or its deck runs out. At that time, the USA gets one last turn with no cards and 6 supply points. In the Historical Scenario, this card takes effect when first drawn.
- Units
- (#15) XI Corps - 1 step only.
- (#16) VIII Corps - Dept. of Washington or independent only. Play immediately. May only be assigned to the Department of Washington or must remain alone. The Middle Dept. Optional Rule: During USA Late-War. USA VIII Corps, if not assigned to the Dept. of Washington, may add its strength to any command's attack against or defense of the Shenandoah Valley. Leadership for VIII Corps is required (but it remains unattached).
- (#27) IV Corps - Garrisons Optional Rule: USA IV Corps can't attack until USA Late-War.
- (#44) VII Corps - Garrisons Optional Rule: USA VII Corps can't attack. It may only defend.
- (#49) XVI Corps - 2 steps, but only 1 combat value if depleted. Acts as cavalry for preventing supply raids if deployed alone in the Western Theater. (In this role, it can "pair up" with 1 other cavalry.)
- (#55) XXII Corps - Dept. of Washington only. Must be assigned to the Department of Washington as soon as it is drawn.
- (#58) Reserve Corps - Western theater only. Use for 1 turn only: discard permanently at the end of that turn. Does not require leadership. Counts as a XXX for the purpose of casualties. If the corps survives (even if depleted), restore (up to) 3 other depleted Western Theater corps at the end of your turn (even if Draft Riots (CSA) has been played).
- (#69) Philip Henry Sheridan - If he is not assigned to anyone, Sheridan can command 3 infantry corps. (Command is treated as infantry; it may not lead additional cavalry.)
- (#76) Provisional Corps - Eastern theater only. Use for 1 turn only: discard permanently at the end of that turn. Does not require leadership. Counts as a corps for the purpose of casualties. If the corps survives (even if depleted), restore (up to) 3 other depleted Eastern Theater corps at the end of your turn (even if Draft Riots (CSA) has been played).
Gray
- Commanders
- (#6) Pierre Gustave Toutant Beauregard - Political disfavor. You can place this card back in your hand during step 1 or 2 of your turn, even if replaced by another leader (but not if Beauregard is sacked or wounded). You can play him again on your next turn.
- (#8) Joseph Eggleston Johnston - Will not serve as a subordinate except under Beauregard. Political disfavor.
- (#14) Albert Sidney Johnston - Political favor.
- (#17) Leonidas Polk - Political favor.
- (#21) Thomas Jonathan Jackson - Can rejoin a command to defend.
- (#26) Braxton Bragg - Treat a General's Battle as a stalemate. Political favor.
- (#32) John Bankhead Magruder - Political disfavor.
- (#38) Robert Edward Lee - Political favor.
- (#39) (Edmund) Kirby Smith - Political disfavor.
- (#50) John Clifford Pemberton - Cannot be replaced from cadre.
- (#69) John Bell Hood - Political favor.
- Enigmas
- (#3) Mircale From God - Play once, then discard. If a leader is killed (only) you can play this card and he is miraculously spared as if nothing happened.
- (#5) La Belle Rebelle - Play any time, then discard. You may look at the Northern hand. Additional Bonus if played like a reserve: -1 from this combat if defending in the Shenandoah Valley.
- (#19) Ironclads - Play once, set aside; discard if nullified by Monitor (USA). Until/unless the North also gets the Monitor, the South gets to restore 1 free step/turn, starting this turn.
- (#20) The Slows - Play once, then discard. Play against any Union Commander when he announces an attack. This reduces his initiative by 1 (for purposes of combat die roll, this combat only). If his initiative goes below 0, the attack is cancelled (supply is burned, however).
- (#40) Copperheads - Play just before Union turn, then discard. CSA gets a free turn (with no attacks allowed). If Copperheads (CSA) and Emancipation (USA) are both played before Habeas Corpus (USA), the USA needs one extra objective to satisfy the 1864 Election requirements.
- (#61) Draft Riots - Play just after any battle in which there are 4 or more total Northern losses, then discard. This ends the Union turn immediately. CSA gets 1 free supply. Union must permanently discard an undepleted corps of at least 3 strength from his hand or the board (his choice).
- (#62) Rebel Yell - Play once, then discard. +1 to combat die roll. Play as a reserve. Attack, only.
- (#66) Partisan Rangers - Play once, then discard. Draw 2 free cards and get 1 free supply.
- (#67) Digging for the South - Play once, then discard. Play during Step 1 or 3 of your turn. Restore, for free, 1 unit at the start of each turn (starting now) until the "Freedom Sickness: (USA) card is played. South gets control of Wheeling if it is still neutral. Replace this card if you can't use it.
- (#71) "Degataga" - Play during Step 1 or 2 of USA turn, then discard. -1 from USA supply (but it can't go below 0). Divert 1 undepleted Union corps (USA choice) to Trans-Mississippi, permanently (i.e. discard it for good).
- Units
- (#35) Hood's Division - Before CSA Late-War, must suffer at least 1 step loss when attacking if there are any CSA losses.
- (#44) Nathan Bedford Forrest - Western Theater only. 2-step cav. unit (like infantry). Can't "pair up" with Wheeler.
- (#51) Joseph Wheeler - Cannot "pair up" with Forrest.
Home. This page created and maintained by James Fung.
This page was last modified on Monday, 22-Sep-2003 14:36:23 PDT.