War Between the States 1861–1865

At the start of each monthly Game Cycle, the players complete a "Strategic Turn", doing the various economic, logistical, production, command, and political operations that are necessary to raise and maintain armies.

A variety of individual leaders are obtained by both players during the game (drawn randomly from a cup), and are essential for command and control of military units.

Headquarters are also necessary for issuing commands and enabling leaders of armies to control multiple units, and enter the game randomly during the Strategic Turn.

[2] Coordinating the various areas of production, and then using that to build the forces necessary to meet future strategic war goals plays an important part of the game.

In his 1977 book The Comprehensive Guide to Board Wargaming, Nicky Palmer called War Between the States one of the finest examples of the grand strategic game, and felt that it offered "a depth and excitement unrivalled by its tactical colleagues, as each instrument in the orchestra, from small local skirmishes to full-scale battles, from complex supply problems to combined land-sea actions, joins to form a symphony of a game which you can play for years without finally 'solving' it."

Palmer also warned that this is a long game, pointing out "Weather, supply and leadership constraints prevent either side dashing for a quick victory.

"[1] Three years later, in The Best of Board Wargaming, Palmer somewhat moderated his comments, calling the game "A flawed masterpiece" due to the many "murky points in the rules."

Palmer recommended the "extensive" suggested rules amendments in Moves magazine number 46, and credited the game with awakening his interest in the American Civil War.