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American Civil War (2018)
Playtime: 0
Min. Age: 16
Players: 2
Publisher: Kokusai-Tsushin Co., Ltd. (国際通信社), Kilovolt Design, Decision Games (I)
Designers: Chris Perello
Artists: Joe Youst, Nadir Elfarra
Mechanics: Hexagon Grid, Zone of Control, Grid Movement, Dice Rolling, Simulation
Min. Age: 16
Players: 2
Publisher: Kokusai-Tsushin Co., Ltd. (国際通信社), Kilovolt Design, Decision Games (I)
Designers: Chris Perello
Artists: Joe Youst, Nadir Elfarra
Mechanics: Hexagon Grid, Zone of Control, Grid Movement, Dice Rolling, Simulation
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American Civil War from Strategy and Tactics issue 310 (Decision Games) reimplements the wargame by the same name from 1974. Strategic treatment of the American Civil War.
The American Civil War was by far the most destructive conflict in US history. This game gives players a chance to change the outcome. The Confederate player must maintain a viable economic and political core, while the Union player attempts to divide and conquer the southern states. Victory is checked every turn: Union progress can have political consequences or possibly end the game if either player fails to achieve expectations.
During each quarterly turns, players recruit additional forces, then conduct a pair of impulses. During each impulse, each player moves forces and fight battles. Movement rates are high, but enemy forces can react by retreating, blocking further movement, or counterattacking. Battles are decided by a combination of good leaders and relative strength. The Confederacy starts with a decided advantage in leadership. Union leaders appear only after fighting battles: the Union player may have to lose a few battles to get the leaders needed to win the war.
Components: One 22" x 34" map & 280 counters
The American Civil War was by far the most destructive conflict in US history. This game gives players a chance to change the outcome. The Confederate player must maintain a viable economic and political core, while the Union player attempts to divide and conquer the southern states. Victory is checked every turn: Union progress can have political consequences or possibly end the game if either player fails to achieve expectations.
During each quarterly turns, players recruit additional forces, then conduct a pair of impulses. During each impulse, each player moves forces and fight battles. Movement rates are high, but enemy forces can react by retreating, blocking further movement, or counterattacking. Battles are decided by a combination of good leaders and relative strength. The Confederacy starts with a decided advantage in leadership. Union leaders appear only after fighting battles: the Union player may have to lose a few battles to get the leaders needed to win the war.
Components: One 22" x 34" map & 280 counters
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The game was also published under these names:
戦略級 南北戦争 (The American Civil War) ,
American Civil War ,
南北战争
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ag.gameitem.lastUpdated: 2025-06-13 08:19:42.092