Description: For sale is a well played but complete Victory Games board game, The Civil War 1861 - 1865 (1983) with printed copies of articles and rules variants with hand-made counters. The game is complete but shows its age of 41 years! Outer box has significant wear. All counters accounted for and all components photographed for this listing. The 2 charts and rule book has a very small amount of handwriting in the corner areas and is visible in some of the photos. The articles and rule variants and variant counters are all hand-made/printed. I have tried my best to include quality photos of this item for your inspection and evaluation of condition. Photos from this sale are of the actual item you will receive. I do not use stock photos in any of my listings. Item comes from a pet and smoke free home. I offer international shipping through the eBay International Shipping Program. Please look in the shipping section of this sale listing for shipping and customs fees that would apply to your country. Fees may be high so please be aware of these costs prior to your purchase. Shipping available to US domestic addresses that can receive UPS Ground, Fed Ex Ground Home or USPS Mail. Free UPS Ground shipping to eligible US addresses. You will receive the item stored in a water resistant cover and placed in a cardboard box which is padded. The shipping box measures 13 inches long, 11 inches wide, and 4 inches in height and weighs 3 lbs 1 oz. Tracking confirmation of delivery and insurance will be provided by the seller (me) to insure a safe delivery. Free 30 day Returns. Payment is required upon purchase. I will ship within 1 business day of receipt of payment if not sooner. Please feel free to contact me if you have any questions. Thank you for visiting my sale! From Board Game Geek website The Civil War 1861-1865 (1983) Victory Games This sprawling rendition of the American Civil War tries to fit in everything, from Grant and Lee down to Indian raids in the Western territories. It also includes the most extensive treatment of naval and riverine warfare of any strategic Civil War game. The map covers the theater of the war from the Eastern seaboard to the middle of Texas at 25 miles per hex. An optional second map extends to New Mexico. There are five turns per year, four of two months each and a four-month Winter turn. Each turn consists of an indefinite number of "pulses" and may last a long, long time. Troops are represented by generic Strength Points (about 5,000 men per SP, or one or two ironclads with escorting naval vessels). The key concepts in the game are Theaters, Command Points, Pulses and Leaders. There are three Theaters: East, West and Trans-Mississippi. Players must prioritize them each turn as primary, secondary and tertiary. These designations are made a turn in advance, requiring a modest degree of foresight. Higher priority Theaters receive larger allocations of Command Points and thus will see more activity. Command Points are needed to perform most of the game's functions, such as moving SP's, consolidating SP's into Armies, constructing fortifications, adding naval SP's, sacking unwanted generals, etc. Players obtain command points by dice rolls at the start of each turn. In addition to CP's assigned to individual theaters, they receive an allotment of "discretionary" CP's that can be used in any Theater. The Union also gets Naval CP's. Additional CP's may be generated during a turn, as noted below. Each turn is divided into an indefinite number of Pulses. To begin a Pulse, each player rolls two dice. The difference between the results is the number of actions each must take in that Pulse (high roller first). Actions may be used to expend Command Points, to muster SP reinforcements or to bring inew or newly promoted Leaders into play. If the dice rolls are equal, either the turn ends immediately or each player receives additional Command Points. The likelihood of an immediate end rises with the number of tied rolls and is a certainty on the fourth tie. If the turn doesn't end in this fashion, it continues until all Command Points have been used and available reinforcements and Leaders entered. While Strength Points are abstract, the game includes more than 60 historical Leaders, who enter play at about the time that they rose to prominence in real life. Each Leader has a rank (one to four stars) and ratings for Initiative, Tactical Combat and Army Command. Many begin at lower ranks and can be promoted. Sherman, for instance, has a single star when he appears but can rise to four. Like Presidents Lincoln and Davis in real life, players don't have absolute control over promotions, nor does every Leader perform better at a higher rank. A Leader's rank determines the number of SP's he can command - up to two for a one star, up to six for higher ranks. Assigning as many SP's as permitted to a Leader (preferably a capable one) is economical, since he can move his entire force by expending Command Points equal to his Initiative. (Lower Initiative numbers are better in this game.) Without Leaders, SP's cost one CP each to move, rendering them all but static. Better yet are Armies, which can be as large as 25 SP's and must be commanded by a three or four star Leader. (Each Army has its own maximum size, based on its historical counterpart.) The game has much more: an elaborate combat resolution procedure, somewhat less elaborate supply rules, a naval system that is a game in itself, cavalry, railroads, militia, neutral states and a chrome-laden option to add the Far West map and Theater. Players gain Victory Points primarily by capturing major enemy and neutral cities and winning neutral states to their side. The South also gets VP's for successful commerce raiding and for isolating or capturing Washington, D.C. It wins at once if it captures Washington at a moment when it has more VP's than the North. Otherwise, VP's are checked in November 1864 and April 1865, when the game comes to a definitive end. For those who lack time or patience for the full war, scenarios are provided with the historical setups as of the start of 1862, 1863 and 1864. The Civil War isn't the biggest game ever produced on that dreadful conflict, but it is certainly among the most ambitious in its scope and degree of detail. Includes 520 counters. Awards and Honors1983 Charles S. Roberts Best Pre-Twentieth Century Game Winner The following magazine reference articles with hand-made variant counters are included: The GENERAL Vol.21,No.3 - Victory Insider 4The Civil War 1861-1865 – “Battle-tested - A Leadership System for The Civil War 1861-1865” (Variant & Counters) Glenn Rahman The GENERAL Vol.25,No.5The Civil War 1861-1865 – “Forward to Nashville!-Early Union Strategy in The Civil War 1861-1865” (Strategy) Derek Croxton The GENERAL Vol.26,No.6The Civil War 1861-1865 – “The solid South - Defending the Confederacy in The Civil War” (Strategy) Sam Mustafa The GENERAL Vol.30,No.1The Civil War 1861-1865 – “The Generals in Blue and Gray- An analysis of leaders in The Civil War 1861-1865” (Strategy) Charles E.Duke The GENERAL Vol.32,No.3The Civil War 1861-1865 – “The Battle Hymn of the Republic - Union Strategy” (Strategy) Peter J. WalshThe Civil War 1861-1865 – “A Fabian Strategy for THE CIVIL WAR - Southern Strategy” (Strategy) Kevin KiconasThe Civil War 1861-1865 – “The Initial Turn of THE CIVIL WAR - Command Priorities” (Strategy) K. S. Reid The Boardgamer Vol. 8, Issue 1The Civil War 1861-1865 – “Strategy and Tactics in the The Civil War 1861-1865” (Variant Rules & Strategy) by Charles Duke
Price: 69 USD
Location: Dublin, Ohio
End Time: 2024-11-25T19:10:21.000Z
Shipping Cost: N/A USD
Product Images
Item Specifics
Return shipping will be paid by: Seller
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
Game Title: The Civil War, 1861-1865
Custom Bundle: Yes
Gender: Boys & Girls
Age Level: 12-16 Years, 17 Years & Up
Modified Item: No
Min. Number of Players: 1 player
Game Type: Board Game
Brand: Victory Games
Type: Complete Game
Year: 1983
Award: 1983 Charles S. Roberts Best Pre-Twentieth Century Game Winner
Theme: Strategy
Recommended Age Range: 12 and older
Country/Region of Manufacture: United States
Character Family: American Civil War 1861-65