CR01 Gettysburg - July 1-3, 1863
The Gettysburg Battlefield is the area of the July 1–3, 1863, military engagements of the Battle of Gettysburg within and around the borough of Gettysburg, Pennsylvania. Locations of military engagements extend from the 4-acre (1.6 ha) site of the first shot at Knoxlyn Ridge on the west of the borough, to East Cavalry Field on the east. A military engagement prior to the battle was conducted at the Gettysburg Railroad trestle over Rock Creek, which was burned on June 27.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
George G. Meade
Take 6 Command Cards
Robert E. Lee
Take 6 Command Cards
You move first
At the start of the Confederate turn, if Confederate units occupy the Peach Orchard hex, Wheat Field hex, and the Little Round Top hill hexe place 3 flag tokens on the Confederate victory stand.
As long as Confederate units occupy all 3 hexes, it continues to count toward the Confederate victory.
If any hex is not occupied, remove all 3 of the flag tokens from the victory stand.
An infantry unit may enter Devil’s Den, but must stop and may not battle that turn.
When targeting a unit on Devil’s Den, the defending unit may ignore 1 flag rolled against it, and the number of battle dice rolled against it is reduced by 2.
A Union unit on any of the 3 hill hexes of Little Round Top may ignore 1 flag rolled against it.
One (or two Standard Card decks) and
modified Rules similar Memoir44 Breakthrough.
Some cards allows additonal units anywhere on the board to move, but only to move, not battle.
These cards shows the "on the move" lettering and the number of additional units, which may be ordered,
Attack cards = "+1 on the move",
Probe cards = "+2 on the move",
Scout cards = "+ 2 on the move".
Epic (Battlelore) Rules:
use one (or two) standard card decks.
Create a Epic card draw deck with three Command cards, visible to all players, drawn from the Command deck.
Cards in the Epic deck represent common maneuvers and tactics available to both players.
During each turn’s Command phase, a player may either:
Play up to two Section cards, one must come from the 3 cards on the Epic Command deck, and the other from the players´s own set of Command cards.
If only one card is played, it may come from either the players´s own Command cards or from
the Epic Command deck.
Play a single Tactic card from either the player´s own Command cards or a Tactic card on the Epic Command deck.
At the start of each game turn, there should always be 3 Command cards on the Epic Command deck.
Once a player has finished its turn and replenished its player hand, the Epic rack must be replenished back to 3 cards, if necessary.
When a player chooses to play a single Tactic card from the Epic deck, only the card missing from that
deck is replenished. When you draw a new Command card for the Epic deck, if all 3 cards now on the deck are Tactic cards, discard them all and draw 3 new cards.
Once replenished the Epic deck must always contain at least 1 Section card.
If the Command card deck runs out, shuffle the discards to form a new Command draw deck.
- When a Section or Tactic card activates a number of units equal to Command, the cards located on the
Epic Command deck do not apply toward this number.
- When playing two Section cards, the orders on both section cards are carried out.
Scouting actions do not double up: You still only draw two cards, even though you played two Scout cards.
The following Tactic cards are slightly modified:
- Battlecry: Ordered units battle at +1d for the entire turn. When the decks and discards are reshuffled, the Command cards and the Epic deck is shuffled.
- Counter Attack: When countering a section card played by the other player, only one of the two section cards is countered.
- Fight Back: If a FB is drawn to the "epic" deck, discard it and draw a new Card for epic Cards.