UNION & CONFEDERACY
INTRODUCTION
American Civil War Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
MAP
North America circa 1860-1865.
Divide each State into several territories.
Indicate Capitals & Major cities.
TURNS
4 turns per year.
VICTORY
Either side wins automatically if all opposing units are destroyed.
At the end of 1865:
The North Wins if the North is completely unoccupied and union stacks occupy
over 50% of Rebel states, otherwise the South wins.
STACKS & UNITS
Units are also called Divisions.
Stacks are also called Armies.
Leaders are also called Generals.
SETUP
Each side starts with 10 Divisions in their Capital.
The North starts with the leaders Robert Patterson and McDowell.
The South starts with the leaders Joseph E. Johnson and Beauregard.
ACTION DECK
Players share a common Action deck.
MOVEMENT RULES
Stacks without leaders cannot move.
Ships can move into coast spaces and spaces with rivers.
Each Ship (Fleet) Unit can Transport one Division.
Any Move card can also be used for ships.
REVENUE PHASE
There are no revenue points, instead:
The North recruits 6 random units per turn.
The South recruits 3 random units per turn.
You cannot recruit more units than you have friendly Capitals under your control.
Recruited units start equally distributed in State Capitals.
MORALE
After each battle the loser gets a “Demoralized” token and the victor removes a
“Demoralized” token. If one side ever has 10 “Demoralized” tokens it gives up and
the other side automatically wins the war.
Having Washington or Richmond (re)captured is worth 3 tokens each time.
UPKEEP PHASE RULES
Ignore the revenue = units rule.
Isolated (surrounded) stacks lose 10% of their force total in units per month.
BATTLE PHASE
Leaders in excess of 2 in a Stack generate only 2 Force each.
Leaders in excess of Divisions generate no Force.
When determining casualties, Divisions are always lost before Leaders.
HISTORICAL WAR RULES PROGRESSION
1963+: Union improvements in weapons technology, industry, experience, and
Leadership give all Union Divisions +1 Force.
1964+: Confederate manpower reserves are used up.
All Confederate Divisions are –1 Force.
UNIT DECK ABBREVIATIONS
I = Infantry
C = Cavalry
A = Artillery
F = Fortifications
S = Ship
UNION UNIT DECK
Name Move # F Type
Infantry Division M 40 2 I
Cavalry Division F 20 2 C
Artillery Division S 20 2 A
Fortifications 0 10 5 F
Ironclads S 5 6 S
Gunboats F 10 4 S
Irvin McDowell F 1 3 L
George B. McClellan F 1 3 L
John C. Freemont F 1 3 L
Nathaniel P. Banks F 1 3 L
Robert Patterson F 1 3 L
Edwin “Bull” Sumner F 1 4 L
John Pope F 1 3 L
Henry W. Halleck F 1 3 L
Don Carlos Buell F 1 4 L
Samuel R. Curtis F 1 4 L
Henry Warner Slocum F 1 4 L
James Birdseye McPherson F 1 4 L
George Henry Thomas F 1 5 L
Wild Bill Hickok F 1 5 L
Ambrose E. Burnside F 1 3 L
Fighting Joe Hooker F 1 3 L
Ulysses S. Grant F 1 9 L
William Tecumseh Sherman F 1 8 L
Philip Henry Sheridan F 1 6 L
George Gordon Meade F 1 5 L
George A. Custer F 1 5 L
William Starke Rosecrans F 1 4 L
Benjamin Franklin Butler F 1 3 L
Kearny F 1 4 L
Buford F 1 4 L
CONFEDERACY UNIT DECK
Name: Move # F Type
Infantry Division M 20 3 I
Cavalry Division F 15 4 C
Artillery Division S 10 2 A
Fortifications 0 10 5 F
Commerce Raiders F 3 4 S
Ironclads S 2 6 S
Joe Johnson F 1 4 L
Robert E. Lee F 1 10 L
Stonewall Jackson F 1 7 L
Jeb Stuart F 1 6 L
John Bankhead Magruder F 1 3 L
A. P. Hill F 1 4 L
James Longstreet F 1 5 L
Braxton Bragg F 1 3 L
Earl Van Dorn F 1 4 L
Sterling Price F 1 4 L
Albert Sidney Johnson F 1 4 L
Joseph E. Johnston F 1 4 L
Little Napoleon Beauregard F 1 4 L
Leonidas Polk F 1 4 L
John Hunt Morgan F 1 4 L
Edmund Kirby Smith F 1 4 L
Earl Von Dorn F 1 4 L
Nathan Bedford Forrest F 1 5 L
Richard Stoddert Ewel F 1 4 L
Ambrose Powell Hill F 1 4 L
John Bell Hood F 1 3 L
John C. Pemberton F 1 3 L
Jubal Early F 1 3 L
William Joseph Hardee F 1 4 L
ACTION CARD DECK
Card Name # Notes
Tactical Move 6 Move 1 stack
Campaign 4 Move 2 stacks
Strategic Move 2 Move 3 stacks
Stragglers 1 Negate Move
Mislaid Supplies 1 Negate Move
Lost Orders 1 Negate Move
Enemies Disorganized 1 Negate Move
Slow to Move 1 Negate Move
Fail to Engage 1 Negate Move into occupied space
Skirmish 1 Negate Move into occupied space
Ford Stream 1 Battle: Attacker Force +6
Concentrate Forces 1 Battle: Force +4
Switch Direction of Attack 1 Battle: Attacker Force +4
Well Defended Position 1 Battle: Defender Force +8
Feint 1 Battle: Force +2
Delay Assault 1 Battle: Defender Force +2
Reinforcements Arrive 1 Battle: Defender Force +5
Rally Troops 1 Battle: Force +4
Exhaustion 1 Battle: All enemy Divisions get Force -1
Rebel Yell 1 Battle: All Confederate Divisions get Force +1
Naval Blockade 1 Confederacy recruits one less Division this turn
Lightning Raids 1 Negate Move
Split their Forces 1 Battle: Force +7
Push Enemy Back 1 Battle: Force +3
Cross River 1 Move 1 stack
Enemies Confused 1 Battle: Force +6
Masterly Retreat 1 Battle: Negate 1 casualty if you lost
Cautious General 1 Battle: Negate Force of opposing General
Scouts 2 Look at units in target Stack
Spies 2 Look at opponents hand
Nervous Public 1 Opposing Stack in home territory must attack
Flank Attack 1 Battle: Attacker gets Force +8
Cavalry Reconnaissance 1 Look at opposing Stack.
Disastrous Assault 1 Battle: Destroy one opposing Inf. or Cav. Division
Attack the Center 1 Battle: Both sides discard one Division
Retreat 1 Battle: Neither side suffers any casualties
False Intelligence 1 Negate Move
Heavy Casualties 1 Opposing stack loses an extra unit at end of Battle
Forced March 2 Move 1 Stack
Union Rails 2 Union: Move 1 Stack (Fast)
Union Fleet 2 Union: Move 1 Stack (Fast)
Infernal Machines 2 Destroy target Ship
Counterattack 1 Battle: Defender gets Force +6
Rear Attack 1 Battle: Force +9
Bayonet Charge 1 Battle: Infantry units get Force +2
Cavalry Charge 1 Battle: Cavalry units get Force +2
Bombardment 1 Battle: Artillery units get Force +2
Snipers 1 Battle: Kill opposing General
Killed in Action 1 Battle: Kill opposing General
Travel on Roads 2 Move 1 Stack
Entrenched 1 Battle: Defender gets Force +4
Low Ammo 1 Battle: All enemy Divisions get Force –1
Extra Ammunition 1 Battle: All your Divisions get Force +1
Attack with Everything 1 Battle: Attacker gets Force +7
Engineers 1 Move 1 stack
Concentrate Attacks 1 Battle: Destroy one opposing Division
Earthworks 1 Battle: Defender gets Force +5
Bombardment 1 Battle: Artillery units get Force +2
Fear of Exposing Flank 1 Negate Move
Humiliation 1 Move defeated stack towards Home Capital
Seize the Initiative 1 Move 1 Stack
Block Supply Lines 1 Negate Move
Find Marching Orders 1 Look at opponents hand & next 7 cards in deck
Diversion 1 Battle: Attacker gets Force +3
Badly Executed Plan 1 Battle: Opponent gets Force –8
Prevent Reinforcements 1 Battle: Force +5
Pierce Enemy Line 1 Battle: Attacker gets Force +6
Attacking Waves 1 Battle: Attacker gets Force +5
Loved by his Men 1 Battle: General gets Force +5
Missed Opportunity 1 Battle: Attacker gets Force –7
Shocking Carnage 1 Battle: Both sides discard one Division
Cut off Escape 1 Battle: Attacker gets Force +9
Reinforcements 1 Battle: Move 1 Division (into the Battle)
Reinforce Weak Point 1 Battle: Defender gets Force +5
Reserves in Support 1 Battle: Force +4
Delayed at Bridge 1 Battle: Attacker gets Force –4
Pursue Retreating Army 1 Defeated stack loses 1 additional Division
Breakthrough 1 Battle: Attacker gets Force +5
Pontoon Bridges 1 Move 1 Stack
Foolhardy Assault 1 Battle: Attacker loses 2 Divisions
Deserters 1 Target Stack loses 1 Division
Volunteers 1 Recruit one extra Division
Telegraph 1 Battle: Draw 2 cards
Dysentary 1 Target stack loses one Division
Draft 1 Recruit one extra Division
Conscription 1 Recruit one extra Division
Partisan Rangers 1 Confederacy: Recruit one extra Division
Gunboat Support 1 Battle: Union gets Force +4
Siege 1 Battle: Negate Force of target Fortification
Separated by River 1 Battle: Force +5
Emancipation Proclamation 1 Union removes one Demoralized token
Strategic Victory 1 Draw 5 cards
Scurvy 1 Confederates lose one Division
Unconditional Surrender 1 Losing side of Battle loses all units
Invasion Force 1 Move 1 Stack
Incompetence 1 Battle: Battle: Negate Force of opposing General
Unprepared Defense 1 Battle: Defender gets Force –5
Patrols & Picket Posts 1 Battle: Defender gets Force +4
Momentum 1 Move 1 Stack
Got His Dander Up 1 Move 1 Stack
Defensive Trenches 1 Battle: Defender gets Force +5
Advance Guard 1 Battle: Attacker gets Force +2
Inexperienced Troops 1 Battle: Enemy gets Force –5
Battle Injury 1 Battle: Kill opposing Leader
Surprise Counterattack 1 Battle: Defender gets Force +5
Press Attack Hard 1 Battle: Attacker gets Force +4
March to the Sea 1 Move 1 Stack (to a coastal territory)
Push Back Flanks 1 Battle: Attacker gets Force +5
Consolidate Line 1 Battle: Defender gets Force +4
Commandeer Supplies 1 Move 1 Stack
Press Home Advantage 1 Battle: Force +6
Renew Assault 1 Battle: Attacker gets Force +4
Fight Another Day 1 Losing side of battle takes 1 less casualty
Swing the Balance 1 Battle: Force +8
Force Withdrawals 1 Battle: Force +5
Hopeless Position 1 Battle: Opponent has Force –7
Live Off the Land 1 Move 1 Stack
Inconclusive Battle 1 Both sides suffer equal casualties
Marshal the Forces 1 Move 1 Stack
Determined Push 1 Battle: Attacker gets Force +4
Heavy Fighting 1 Both sides take one extra casualty
Shot by own Troops 1 Battle: Kill opposing Leader
Terrain Advantage 1 Battle: Force +6
Leader Sacked 1 Discard Target Leader that just lost a Battle
Tactical Blunder 1 Battle: Opponent has Force –6
Timid Leadership 1 Battle: Battle: Negate Force of opposing General
Pincer Movement 1 Battle: Attacker gets Force +6
Lethargic Pursuit 1 Losing side of battle takes 1 less casualty
Trap Retreating Forces 1 Losing side of battle takes 1 extra casualty
Repulse Assault 1 Battle: Defender gets Force +6
Dug-In 1 Battle: Defender gets Force +7
Two-Pronged Invasion 1 Move 2 Stacks
Cavalry Raids 1 Negate Move
Fall from Horse 1 Battle: Discard Target Leader
Disengage 1 Both sides take one less casualty
Bogged Down 1 Negate Move
Bold Plan 1 Move 1 Stack
Cross Country Thrust 1 Move 1 Stack
Gap in the Line 1 Battle: Force +6
Reserve Division 1 Battle: Force +6
Slash & Burn 1 Move 1 Union Stack in Southern Territory
Wheel the Line 1 Battle: Force +5
Renew Attack 1 Battle: Attacker gets Force +4
Sabotage Rail Lines 1 Negate Move
Take the Ridge 1 Battle: Attacker gets Force +8
Fail to Act 1 Negate Move
Call Opponent’s Bluff 1 Battle: Force +5
Risky Maneuver 1 Battle: Force +5
Night Fighting 1 Battle: Force +2
Cavalry Battle 1 Battle: Destroy opposing Cavalry unit
Artillery Duel 1 Battle: Destroy opposing Artillery unit
Junior Commanders Shine 1 Battle: Force +6
Valor & Heroism 1 Battle: Force +6
************************************************************************************
WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.