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Introduction - Mayfair Games

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Confederate Player 5 4 • Take 8 militia infantry units and place 1 each in Mobile AL, New Orleans LA, Manassas Junction VA, Fredericksburg VA, Front Royal VA, Charleston SC, Atlanta GA, Jefferson City MO. 1 Controlling Boxes Introduction A House Divided covers the “War Between the States”—the Union (USA) in the North against the Confederacy (CSA) in the South. Each player becomes a leader of one of these two nations and makes the strategic decisions that will determine the outcome of the war. Boxes without control markers are either Union (blue), Confederate (gray), or uncontrolled (tan). 2 Boxes with control markers are either Union (blue) or Confederate (gray). Components There are a number of boxes on the map, each representing a city, town, or important military location during the war. This introduction is designed for the Base game, recommended for first-time players. There are a number of tiles you will not use with this scenario. Explore the Advanced Game and the variety of optional rules in the rulebook for many other ways to play! Boxes – Each box has a name and a color that shows its political loyalty (blue for Union, gray for Confederate, and tan for Neutral territory). Other box information include: entrenchments, ports, rivers, and recruitment values. Demo Set Up Paths – These boxes are connected by paths: rivers (blue), roads (black), and railroads (brown). 1 Set the board so that the person playing the Union side has the north edge of the map towards him or her. Both players get a display sheet with the Base Rules side face-up. 2 Place the turn marker on July 1861. 3 Place a Union Control marker on the 34 space of the control track, and a Confederate control marker on the 29 space. 3 4 Place your 1-value militia cavalry in your recruitment pool on your display. Game Turn 5 Place your non-militia units on your display: 20 veteran infantry, 9 crack infantry, 8 veteran cavalry and 4 crack cavalry. 3 Union Player • Take 12 militia infantry units. • Place these 12 militia units as follows: 1 a. 3 in Washington D.C. b. 2 each in Chicago IL, Fort Wayne IN. c. 1 each in Harper’s Ferry VA, Pittsburgh PA, Canton OH, Columbus OH, St. Louis MO. Units – Cardboard tiles representing military units are placed in the boxes on the map to define their positions. During play, units move from box to box along paths. Each unit has the following information: type (infantry, cavalry), quality (militia, veteran, crack), combat value (1, 2, 3), undamaged (white number side up) reduced/damaged (red number side up) 5 4 The order of play is as follows: • The Union player takes a turn. • The Confederate player takes a turn. • The turn marker is advanced one step on the time record. On a player’s turn (Union or Confederate), you will do the following in order: 1 Movement Phase 2 Combat Phase 3 Promotions Phase 4 Recruitment Phase • You may only use a river for a jump move if you are the Union player. Union river jump moves MAY pass though enemy cavalry units. Instead of moving, a unit may use its movement activation to entrench. Entrenchment makes it easier to defend a city. • You only need to activate units once in a recruitment city to become entrenched. 1 Movement Phase Roll a die. This is the number of marches you get for this turn. Treat a “1” as a “2”. To use a march, you assign it to a box on the board, activating all of the units in that box. Move each unit in the box one or two spaces as shown: • You must activate units twice in a nonrecruitment city to entrench. • You cannot entrench a box with enemy troops in it. • Instead of moving the units, place an entrenchment tile on top of the units in the city. • You automatically receive 2 march orders on your first turn. • Any unit may only be activated twice per turn. • When a unit moves into a box with enemy troops, it must stop. 4. Fire at each enemy unit. Roll one die each time you fire. If the number rolled is equal to or less than the combat value of the unit, the target has been hit. 5. The first time a unit is hit, flip it to its reduced side. If a unit is already reduced, it is eliminated. Place eliminated militia units in the recruitment pool, and eliminated veteran and crack units into the promotion pool. Combat Modifiers • Attacking entrenched units: attackers subtract 1 • If a unit moves, it loses its entrenched status. • Attacking across river-sides of boxes: defenders add 1 (battle rounds 1 and 2 only) Union Sea Movement Movement Restrictions 3. Pick a target enemy unit for each of your units. You can use multiple units to target a single enemy unit only once every enemy unit has at least one opponent. • Friendly units entering an entrenched city do not automatically become entrenched. Place them on TOP of the entrenchment tile. • Defending units in Washington, D.C., Richmond VA, Fort Monroe VA, and Vicksburg MS are automatically entrenched. Complete all of one box’s movement before starting a new march. Units from a box may travel together, or travel to different places. 2. Reinforce your army (after first battle round) Union units starting at a port may move to another port controlled by Union units. Each individual unit requires a march action, and a unit moved this way cannot move again this turn. Union Naval Invasions If the Union player rolls a “6” for marches, A Union unit in Washington D.C. may move to a port controlled by the Confederate player (following the sea movement rules). Combat is resolved during the Combat phase. 2 Combat Phase • Attacking crack infantry: attackers subtract 1 Retreating You may retreat after the first round of battle. • All units retreat to the same box. • You must retreat to a box with friendly troops if possible. • You may NOT retreat to a box with enemy units. • You may NOT retreat to an enemy-controlled recruitment city (of either color). • Retreating defenders may NOT retreat along the path that attacking troops used to make the attack. If you have no valid retreat location, you must continue to fight. Follow these steps: Reinforcing Cavalry Jump Moves • If all defending units are cavalry, the defender may withdraw/retreat if the attacking army has any infantry. After the first round, you may reinforce your troops by moving 1 unit from adjacent boxes. Cavalry may pass through a space containing enemy units to an adjacent destination. The special rules are: • Line up the two armies opposite each other off to the side of the board. • You cannot end your move in a box with enemy units. • Starting with the defender, take turns resolving battle rounds until one of the armies retreats or is eliminated. • Only the Union may use the Potomac River for movement. • You may only make one jump move per turn. • You may not jump through a box containing enemy cavalry units. Battle Rounds 1. Retreat your army (after first battle round) • Reinforcing units may not have been involved in a battle this turn. • If attacking, a friendly unit in a box with enemy units may not reinforce another battle. • If defending, you may reinforce with a unit from a box with enemy units, but you must leave at least as many friendly units in the box as there are enemy units. Recovery Any units that are reduced, but not destroyed, are returned to the board on their full-strength (white number) side. Maximum Army Size The maximum size of your army is shown on the track on the board, based on the number of recruitment cities you control. Whenever you capture or lose a recruitment city, change both armies’ values up or down accordingly. 3 Promotions Phase When you win a battle, you may promote one unit that was involved in the battle. Militia units become veteran units, and veterans become crack units. Return the former units to your pools. 4 Recruitment Phase Roll a die; treat a “1” as a “2”. This is the number of militia units you may add to the board from your recruitment pool. Any recruitment city may have only one militia unit added to it per turn. The Union player adds 4 militia infantry units to their recruitment pool in April 1862, April 1863 and April 1864. End Of Your Turn If you have one or more infantry units in a box that is not showing your color, place a control marker on it to show that you now control the box. Remove your opponent’s marker if one is there. You control a box if you have cavalry units in it, but you do not change control markers. You only control the box as long as you have at least one cavalry unit in the box. End of the Game The Union wins immediately if they: • Control all seven value 2 or 3 Confederate recruitment cities The Confederacy wins immediately if they do any one of the following: • Control Washington D.C. • Has a maximum army size larger than the Union. If, at the end of turn 40, the Union has not won, the Confederacy wins. Copyright © 2012 Mayfair Games, Inc. Design: Frank Chadwick Art: Jason Juta (cover), Franz Vohwinkel (graphics) - Production: Coleman Charlton, Morgan Dontanville, Pete Fenlon, Ron Magin A House Divided is a trademark property of Mayfair Games, Inc. and Frank Chadwick. All rights reserved. Check out www.mayfairgames.com