Overview
Blue & Gray is an operational simulation of warfare during the American Civil War era, part of SPI’s Blue & Gray Game System. Published in 1975, each game in the system represents one of the great battles of the period. The playing pieces represent actual military units, and the map represents the terrain over which they fought. Two rules folders are provided: Standard Rules common to all games in the system, and Exclusive Rules specific to the particular battle. The game is designed for maximum playability and maximum realism, with standardized rules to make transitioning between games in the series seamless.
Components
- 22” x 17” game map with hexagonal grid
- Die-cut counter sheet (up to 100 counters per game)
- Standard Rules folder
- Exclusive Rules folder with Initial Deployment and Reinforcement rules
- Combat Results Table
- Terrain Effects Chart
- Reinforcement Chart and Deployment Chart
- Die or randomizer
Setup
Punch out playing pieces from the counter sheet. Blue pieces represent Union forces; gray pieces represent Confederate forces. Unfold the map and back-fold against creases for flatness. Determine who plays each side. Consult respective Initial Deployment Charts for hex placement of starting units. Remaining units are placed aside for reinforcement entry. Place Game-Turn marker on position 1.
Turn Structure
Each Game-Turn consists of alternating Player-Turns:
- First Player-Turn
- A. Movement Phase: The Phasing Player may move any, some, or none of his units within movement and zone of control restrictions. Reinforcements enter per schedule.
- B. Combat Phase: The Phasing Player attacks enemy units. No movement except retreats and advances from combat results.
- Second Player-Turn: The other player performs the same Movement and Combat Phases.
- Game-Turn Record Interphase: Advance the Game-Turn marker.
Actions
- Movement: All units have a Movement Allowance of 6 Movement Points. Clear terrain costs 1 MP per hex. Other terrain types cost more (see Terrain Effects Chart). Road-to-road movement costs only 1 MP regardless of terrain. Trail-to-trail costs 2 MP in forest/rough or 1 MP in clear. Movement is consecutive hex by hex; no skipping hexes. Unused MPs cannot be saved or transferred.
- Zones of Control (ZOC): The six hexes surrounding a unit are its Zone of Control. Units cannot exit enemy ZOC during movement (only during retreat/advance from combat). Units in enemy ZOC must attack during Combat Phase.
- Combat: The Phasing Player totals attacking strength points against defending strength points to determine odds ratio. Roll one die on the CRT. Results: AE (Attacker Eliminated), AR (Attacker Retreats), EX (Exchange), DR (Defender Retreats), DE (Defender Eliminated).
- Multiple Unit Combat: Multiple units can attack a single hex; a single unit can only participate in one attack per Combat Phase. All units attacking a single hex must combine their strengths.
- Diversionary Attacks: Units forced to attack (in enemy ZOC) may make soak-off attacks at any odds, satisfying the combat requirement.
- Artillery: May conduct Bombardment Attacks at range (requires Line of Sight), Combined Attacks with adjacent friendly units, or Adjacent Attacks at full strength. Bombardment uses its own column on the CRT. Artillery defends normally when attacked.
- Retreat: Units forced to retreat move one hex away from the attacker. If retreat is blocked by enemy units, enemy ZOC, or impassable terrain, the unit is eliminated. The owning player chooses the retreat path.
- Advance After Combat: After combat, attacking units may advance into a hex vacated by a retreating or eliminated defender.
Scoring / Victory Conditions
Victory conditions are specified in the Exclusive Rules for each specific battle. Generally, victory is determined at the end of the final Game-Turn by comparing territorial control and/or casualties. Specific objectives (key hexes, exit points, elimination targets) vary by scenario.
Special Rules & Edge Cases
- Displacement: If a retreating unit must enter a friendly-occupied hex at stacking limits, the stationary unit is displaced one hex (owning player’s choice of direction).
- Voluntary Reduction of Odds: The attacking player may voluntarily reduce combat odds (but not below 1:6) to avoid potentially catastrophic results at low odds.
- Night Game-Turns: Some scenarios include night turns. During night, combat is affected (reduced odds or modified CRT column) and movement may be restricted.
- Optional Attack Effectiveness Rule: Units suffering AR results lose attack effectiveness, preventing them from attacking or entering enemy ZOC until effectiveness is recovered. Recovery occurs at the start of the owning player’s turn for units outside enemy ZOC.
- Stacking: Specific stacking limits apply (typically two units per hex). Stacking limits are checked at the end of movement and combat.
- Unit Identification: Confederate units identified by commander name; Union units by numerical designation (brigade/division/corps).
- Game Scale: Each hex represents 400 meters. Each Strength Point represents 250-350 men.
Player Reference
| Terrain |
Movement Cost |
Combat Effect |
| Clear |
1 MP |
No modifier |
| Forest/Rough |
2+ MP |
Defender advantage |
| Road (road-to-road) |
1 MP |
No modifier |
| Trail |
1-2 MP |
Varies |
| CRT Result |
Effect |
| AE |
Attacker eliminated |
| AR |
Attacker retreats 1 hex |
| EX |
Both sides lose equal strength |
| DR |
Defender retreats 1 hex |
| DE |
Defender eliminated |
| Unit Type |
Symbol |
| Infantry |
Rectangle |
| Cavalry |
Diagonal line |
| Artillery |
Dot |