THE AMERICAN CIVIL WAR (Eagle Games; $49.99)

   Big and bold could easily describe the action of the American Civil War that, literally, split the United States in two. Big and bold can also describe The American Civil War, the dynamic new release from Eagle Games.

   The American Civil War, a Glenn Drover design, comes in a big box - and it would have to be. Within the box is a HUGE board, measuring 46" x 36" (that's nearly four FEET by three FEET), 384 detailed plastic playing pieces and a 32 page rulebook (neatly divided into Basic, Standard and Advanced rules). For 2 or 4 players, both playing time and complexity varies based on the set of rules used.

   The huge map is divided into Regions. Areas bordered in gray represent Confederate controlled territory while blue borders indicate areas under Union control. Border states are marked by green borders. Canada, Mexico and the US Territories not yet states are also shown. Railroads run across the states linking key cities (marked by circles). In capturing the ambiance of the time, United States President Abraham Lincoln faces across from Confederacy President Jefferson Davis while General Ulysses Grant opposes General Robert E. Lee.

   Each side commands several different types of forces. These forces consist of Infantry, Cavalry, Artillery, Leaders (whose presence can change the course of a battle) and Flag Bearers (used to represent major armies on the map). In the Standard and Advanced Games, Cavalry forces are comprised of regular units as well as Elite Cavalry (with superior combat capabilities).

   In all three versions of the game, play follows a distinct order. The Basic Rules call for the Confederate player to move first and fight any resulting battles followed by the Union player moving and resolving battles. This continues until one side or the other wins. In the Standard and Advanced Games, a similar procedure is followed. However, once the sequence is done for the third time, other considerations (such as naval battles and political initiatives) kick in. Then, the entire process begins again.

   Infantry and Artillery may move one region per turn while Cavalry and Leaders may move two regions per turn. In the Standard and Advanced Games, forces may also move by rail provided that the particular unit begins on a city connected to a rail line. The number of units that can move via rail is limited by the number of "Rail Stock" points a side has. The Union begins with 7 Rail Stock Points and the Confederacy with 4. The cost of moving a unit varies with Cavalry costing 2 Rail Stock points and both Infantry and Artillery 1 each. (Leaders cost 0 Rail Stock Points to move.) Units moving by rail can travel as far as the player wishes provided that the unit does not move into or cross regions or cities controlled by the enemy. On all levels of play, whenever a piece enters a region occupied by an enemy, a battle is joined.

   When battling, the two opposing armies are placed opposite each other with a divider placed between them so deployment of forces in "battle lines" can be done secretly. In the Standard and Advanced versions, two types of battles are possible. When five or fewer units clash, a skirmish occurs; when six or more units meet in battle (not counting Leaders), we have a Major Battle. Battlefield layout varies depending on whether a skirmish or Major Battle occurs.

   In a Skirmish, the battle line for each side consists of one "battle area" and one "reserve area" with a rear area for retreat. In a Major Battle, the battle area of each side is further divided into right, center and left areas. Regardless of the type of battle, the same sequence for attack is followed.

   All units have a certain number of "Battle Actions". Cavalry and Leaders are able to conduct 2 Battle Actions; Artillery and Infantry are allowed 1. All options/actions open to offensive and defensive forces may be done at the rate of 1 option/action per Battle Action so, for example, the Cavalry may do two actions per phase; Infantry is limited to one.

   Cavalry attack first and they may move, charge or fire. (Elite Cavalry may fire twice!) This is followed by the artillery which may move or fire.  Then, the infantry goes into action by moving, charging or firing.  Die rolls determine whether the enemy has been hit and, if hit, whether the unit will retreat.  Leaders add a +1 to all charge combat in a Battle Area. They may also "rally" units in the retreat area. (This is done by rolling two dice. A  7 or more and the unit is rallied and rejoins the troops in the reserve area.) In each case, the offensive player uses his Battle Actions first but the defender may respond. The goal here is to break the enemy's Battle Line by eliminating all forces in one of the areas of combat. When this is accomplished, the enemy has lost the battle and the remaining enemy units are moved into the retreat area where the winning side gets a final shot at the fleeing forces.

   In the Basic Game, the focus is on the battles. In the Standard Game, military and non-military factors are combined. Each city generates Production Points (PP). These points act as game "currency" and can be used to "buy" new units, Naval Rating points, Rail Stock Points and to influence European nations. New troops cost anywhere from 8 PP (for Confederate Infantry) up to 18 PP (for Northern Elite Cavalry). And there are other choices to tantalize both sides.

   Each player has the option of declaring "conscription" at any time (but only ONCE) in the game. Conscription adds a hefty chunk of Production Points to your "bankroll". The downside is that cities under your control may decide to riot! Rioting cities do not generate Production Points until the riot is quelled. Or the South can seek intervention from England and France in its fight. Or the North could declare war against England and France. Or any player can emancipate the slaves but at a cost - either more forces for the South (if the North frees the slaves) or the possible breakup of the Confederacy (if the South frees them)!

   For those gamers seeking even more detail, the Advanced rules add a few more interesting touches including Abraham Lincoln's bid for re-election in 1864 (he could LOSE here), determining initiative in battle, destroying railroads and terrain effects.

   In the Basic Game, a player wins by occupying 8 cities of the opposition. (For this purpose, Washington DC counts as two cities for the Confederate player; Richmond counts as two for the Union.) In the Standard game, the Union wins if Union forces occupy every Southern and border state city before the December 1865 turn. The Confederate player wins by preventing the Union from reaching its goal or if Confederate forces manage to occupy six Union cities at the end of a turn. (Again, Confederate capture of Washington DC counts as two Northern cities.) The Advanced rules add an additional twist. Unless the Union player controls at least 7 Confederate cities by the end of the October 1864 turn AND wins a Major Battle during the July, August, September or October 1864 turn, Lincoln loses the 1864 re-election campaign and the South wins its independence!

   The American Civil War is an ambitious entry into the gaming market. On its basic level, the game is reminiscent of the Milton Bradley/American Heritage Series of Games first launched in the 1960s. The first entry in the series was The American Heritage Game of the Civil War, later renamed Battle Cry. That game, released to commemorate the 100th year anniversary of the Civil War, covered the same general area, was of low complexity and used plastic components to great advantage. The same is true for The American Civil War. These components are stunning, from the colorful molded plastic pieces (and the only, albeit minor, complaint about them is that you have to put them together, attaching wheels to the artillery, adding riders to horses) to the very large, mounted, and impressive map board. Ironically, as large as the board is, it is sometimes not big enough to hold all the pieces that crowd into a Region for battle! 

   By incorporating the Standard and Advanced Rules into the Basic game system, more decisions are added to the mix including heavy doses of "What If?" history. These ahistorical choices, despite the presence of historical scenarios, tend to skew the game away from the sense of "simulation". But this is not a "hardcore" historical simulation. While it captures the ambiance of the Civil War, the game operates at its best as a game. From that perspective, The American Civil War succeeds admirably, offering high caliber challenges to match its exceptional good looks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Herb Levy