CIVIL WAR SEQUENCE OF PLAY
Updated 070519
3.1 Reinforcement Phase
- Add Strength points, Leaders into Leader Pool (face down),
Naval units into Naval Pool, and Record Sea Lift.
3.2 Command Phase:
- Reveal Resource Allocation markers
- Each player rolls 2d6; add command points.
- Allocate Resource Allocation marker for next turn (face down).
3.3 CSA Commerce Raider Phase:
- USA options to spend Naval Commands to modify the CSA dice
roll result. Each Naval CP adds a +1 DRM.
- CSA rolls 2d6, the result of which is the number of United
States merchant ships sunk.
- If the modified DR = 12+, the CSA raider is eliminated at
no loss to the Union in ships sunk.
3.4 Blockade Effects Phase:
- CSA adjust Production Marker per the number of VP City and
VP Site Points he controls in friendly territory.
- CSA determines Import capacity modified by Blockage %; adds
to Production; Adjusts Imports Marker.
3.5 Action Phase:
- Both players roll 2d6; determine the Dice Difference. The
player with the higher total has the Initiative.
- Player with the Initiative must enter 1 reinforcement (either
a SP or a Leader) at no Die Differential cost.
- Player with the Initiative spends the Dice Difference in
CP and/or entering SP/Leader.
- Player without the Initiative spends the Dice Difference
in CP and/or entering SP/Leader.
- Then both players roll for Initiative again, and a new Pulse
is begun.
- If a tie result and the number does not match that corresponding
to the table use; advance the Table Use Marker and use that number to determine
additional command points and repeat the Initiative roll.
- The turn ends if:
- Both players have used all their CPs and entered all
SPs/Leaders.
- If both players roll the same 2d6 total; and this total
matches that on the corresponding table use track.
3.6 Command Point Table Use Phase:
- Move the CP Table Total marker up the General Records Track
a number of boxes equal to the total number of times that the Command Point
Table has been used in the immediately preceding Action Phase.
3.7 Rally Phase: The following applies to all forces ending the turn demoralized.
- Each demoralized forces loses one SP, any leaders left are
returned to the owners Leader Pool.
- Remove the DM if force in supply. However, the force remains
demoralized if it is out of supply.
3.8 End Phase:
- The players advance the Game-Turn marker one space on the
Game-Turn Track and begin the next Game-Turn.
- All unused Command point tracks are set to zero.
- All used Reinforcements are maintained.
- The CSA earns victory points equal to the table use in the
concluded turn.
- Victory points for state conversions are scored.