ALL PIECES: Roll on a 6 sided die.

 

LAND

wpe1.jpg (7577 bytes)

INFANTRY:

Infantry has a low attack role, but a better defense. The infantry may not have overwhelming attack capabilities, but it's value is very important when bulking up large armies. It provides protection for generals and artillary. They can be used as scouts to stop invading cavalry from using their full mobility. (Which is two spaces)

Movement: 1

Attack       : 1

Defense     : 2 or less

Cost          : 10                              

wpe2.jpg (7194 bytes)

CAVALRY:

Cavalry has a movement of two. This allows for easy passage into unoccupied enemy territories, flanking maneuvers, combined attacks, and quick defensive positions. Attack and defense are the same,  making it equally versatile on both sides.

Movement: 2

Attack       : 3 or less

Defense     : 3 or less

Cost          : 15

wpe3.jpg (7238 bytes)

ARTILLERY:

The cannon is the most powerful attacking and defensive piece on land that you may purchase.  It makes a slower moving army, but also makes a more powerful army. It can streangthen a weak Navy, protect against naval assaults and be very versitile in river territories. (see Navy)

Movement: 1

Attack      : 4 or less

Defence    : 4 or less

Cost         : 20

 

INDIANS:

Indians start out on both the North and South sides. The South starts with the Indian Territory, which creates one Indian at the end of every turn, but you must have owned the Indian Territory from the beginning of that turn. The Indians are the same as infantry, they are just a regiment of Indians. They can not be puchased. The North recieves only one Indian at set up. If the North gains control of the Indian territory Then you proceed to follow the rules of the Indian Territory.

Movement : 1

Attack       : 1

Defense     : 2 or less

Cost          : Indespensable

 

 

wpe4.jpg (8694 bytes)           wpe5.jpg (8238 bytes)

GENERALS:

The generals are the most important pieces of the game. They have the highest rolling value and make the strongest armies. It is very important to keep a large number of pieces around your generals to protect them. The loss of a general can be morally devastating to an army. They are indispensable and may not be puchased once they are dead.

 

 

 

 

THE NUMBER SHOWN OR LESS ON A 6 SIDED DIE.

  Generals

    Robert E. Lee P.G.T.Beaureguard

"Stonewall"

      McClellan Ullyssys S. Grant George Meade

   Movement

1 2 1 1 2

Attack

6  " 5   " 4   " 5   " 5   " 4   "

Defence

6   " 5   " 4   " 5   " 5   " 4   "

Cost

               0

0

0

0

0

0

 



 

 

NAVY:

 

               wpe7.jpg (6460 bytes)

CARGO SHIP:

A cargo ship may pick up one infantry, or one cannon, drop off its cargo and move two spaces in any order. This allows the cargo ship the ability to drop off cargo and still fight in navel battles. You may not drop off cargo to land in which opposing Navel forces control that water zone.

A cargo ship has no attacking or defensive capabilities, but may still engage in Navel battles.

When loaded with one infantry the boat fires as the  man does. "CottenClad."

A cargo ship with a cannon, fires like a cannon and has the ability to "Land bombard" . and is called a "Blockade runner"

 

                                Empty            w/ Infantry         w/Artillery

Movement:                     2                       2                       2

Attack      :                     0                       1                       4

Defense    :                     0                       2                       4

Cost         :                    10                      20                    30

                                                       OR LESS

 

 

 

 

IRONCLAD:

The first stell hulled ship known to man. It has the highest roll of any piece and makes the strongest Navies. It is excellent for "Land bombardment". You may not carry any cargo.

 

Movement:  2

Attack      :  5 or less

Defense    : 5 or less

Cost         : 20

 


RETURN TO GAME MENU

RETURN TO MAIN MENU