Overview
A House Divided is a strategic-level wargame of the American Civil War (1861-1865) for two players. One player commands the Union (North) and the other the Confederacy (South). Using point-to-point movement on a map of the eastern United States, players maneuver armies, fight battles, and attempt to capture key cities to achieve victory. The game features simple rules but deep strategic decisions.
Components
- 1 mapboard (eastern United States with point-to-point connections)
- Cardboard unit counters (infantry, cavalry) for Union and Confederate forces
- Dice
- Rules booklet with multiple scenarios
Setup
Per scenario (1861 Campaign Game is the standard). Place units on designated starting locations as specified in the scenario setup charts. The Union player sets up first, then the Confederate player.
Turn Structure
Each game turn represents approximately 2 months. Turns follow this sequence:
- Confederate Movement Phase – Confederate player moves units.
- Combat Phase – Resolve battles where opposing forces occupy the same location.
- Union Movement Phase – Union player moves units.
- Combat Phase – Resolve battles.
- Recruitment Phase – Both players receive and place reinforcements.
- Promotion Phase – Eligible units may be promoted.
Actions
Movement (4.0)
- Units move along connected paths on the map.
- Infantry: move 1-2 spaces per turn (depending on type).
- Cavalry Jump Moves (4.4): Cavalry can make extended moves.
- Union Sea Movement (4.6): Union units can move by sea along coastal routes.
- Union Naval Invasions (4.7): Union can land forces on Confederate coastal locations.
- Union Rail Movement (4.9, optional): Bonus movement via railroad.
- Entrenchment (4.3): Units that don’t move may entrench for defensive bonuses.
- First Turn Restriction (4.1): Movement limitations on the first game turn.
- Potomac River Restriction (4.2): Special crossing rules.
Combat (5.0)
- Battles occur when opposing forces occupy the same location.
- Each unit fires by rolling a die; hits cause step losses on enemy units.
- Battle rounds continue until one side retreats or is eliminated.
- Die Roll Modifiers: Entrenchment (-1 to attacker), Attacking across rivers (+1 to defender), Crack Infantry (-1).
- Retreat (5.4): Losing side must retreat to a connected friendly-controlled location.
- Reinforcing battles (5.5): Adjacent friendly units can join an ongoing battle.
- Cavalry withdrawal (5.6): Cavalry can avoid battle before combat starts.
Recovery (5.7)
- Damaged units recover strength over time.
- Units not in battle may recover losses.
Recruitment (7.0)
- Each side receives new units on a schedule.
- Maximum Army Size (7.1): Limits on total forces.
- Union Army Drafts (7.2): Additional Union reinforcements in later years.
Scoring / Victory Conditions
Control
- Players control locations (cities/boxes) by having the last force to occupy or pass through them.
- Key cities include Richmond, Washington, Nashville, Atlanta, New Orleans, and others.
Victory Conditions (10.0)
- Confederate Victory: Control enough key Union cities or maintain enough territory.
- Union Victory: Control enough Confederate key cities (primarily Richmond and other capitals).
- Victory is checked at the end of each game year.
- Automatic Victory: Capture of the enemy capital.
Special Rules & Edge Cases
- Kentucky Neutrality (4.12, optional): Kentucky starts neutral; special rules for entry.
- Fort Monroe (4.71, optional): Special Union coastal position.
- Crack Infantry (4.8, optional): Elite units with movement and combat bonuses.
- Combat Experience (6.1, optional): Units that survive battles gain experience.
- Confederate Replacement Training (6.2, optional): Confederate veterans can train new units.
- Draft Riots of 1863 (7.3, optional): Historical event reducing Union reinforcements.
- Multiple scenarios: 1861 Campaign, 1862-64 scenarios, short game options.
- Extended Game (9.1, optional): Can play beyond standard end date.
Player Reference
| Unit Types |
Movement |
Combat |
| Infantry |
1-2 spaces |
Standard fire |
| Cavalry |
Extended jump moves |
Withdrawal option |
| Key Terrain |
Effect |
| Entrenchment |
-1 to attacker’s die roll |
| River crossing |
+1 to attacker’s die roll |
| Coastal locations |
Subject to Union naval invasion |
| Scenarios |
|
| 1861 Campaign |
Full war |
| 1862 Scenario |
Mid-war start |
| 1863 Scenario |
Late-war start |
| 1864 Scenario |
End-war start |