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232434323 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteCosimsProduktlinien (Cosims)Card-Driven Games (GMT)For the People 2 (Reprint)


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For the People 2 (Reprint)

 

Hersteller: 

GMT Games

Produktlinie: 

Card-Driven Games (GMT)

Bestellnummer: 

GMT 0011-14

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

222,00 EUR

Anmerkungen:

 

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Produktbeschreibung

For the People is a grand strategy game of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end at Appomattox Court House. You take the role of either President Lincoln or President Davis and command the armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.

For the People includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases, and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States, and issue the Emancipation Proclamation. Relive the history of this exciting time when our nation was torn asunder.

Note that this 2006 version of For the People very few design modification, but considerable "clean up" changes to the rules. The biggest change from the previous version is the addition of twenty new optional playing cards to the deck, and a general rewording of many of the deck's original cards (see below for details). Players wishing to upgrade but not buy an entire new game may order - via P500 with normal P500 discounts - the 2006 Edition card deck. We will make the rules available as a free download from our website once the game is released. Together, those two items will encompass the vast majority of updates to the 2006 edition.

Here is the specific information regarding what has changed on the new cards. The twenty new cards are described in their entirety at the end of this list:

Original Cards (Changes for 2006 Edition)

Card's not listed have no changes from the previous version cards:

1: Empty Haversacks: Add; - In addition conduct Forage if force has no LOC.

3: Forward To Richmond: Change; Union may activate any Union army within 4 spaces of Richmond, VA. The must enter Richmond or move as close to Richmond as possible

4: Costly Mistake: Change; Pick an enemy army with two or more subordinate generals (includes Cavalry Generals) and randomly determine

7: Mud March: Change; Interrupt enemy force currently moving to no more than one space of movement (converting a space counts as a space of movement). Applies to only one move

8: 3 Cigars: Change; Play this card to make an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept.

9: Clara Barton: Change; Place in any space (friendly controlled or not) that already contains a Union SP and has a LOC,

10: Dorothea Dix: Place in the Union Capital or any space (friendly controlled or not) that contains a Union army with a LOC.

16: Grierson's Raid: Change; Union may place two Union PC markers in any spaces within four spaces (includes river connections) of a single Union cavalry brigade. The four space range cannot be traced through Northeast Alabama. The spaces may not contain Confederate SPs or Forts, but may contain an Ironclad or Torpedoes.

17: CSA Purchasing Agents: Change; Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost.

19: Belmont: Change; Either player may move up to two infantry SPs from the same space&

21: Confederate Overseas Agent: Change: Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost.

22: Josiah Gorgas: Change; "No more than one SP per Confederate controlled state. No SPs"

23: Bermuda Blockade Surge: Change (Mark, note that this card is for two not three SPs in case you are cutting and pasting text); Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost.

24: Pre-War Treachery: Change; The Confederate player may place up to two forts in any friendly controlled space with a LOC free of Union SPs and forts.

26: Cotton is King: Change; - Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost.

28: Franz Sigel: Change; Union immediately receives one SP in the St Louis, MO space if no Confederate SPs or fort are present whether it is controlled by either side or neutral; or Confederate plays

29: Crittenden Compromise: Change; Union places (or flips in Border States) two PC markers in any spaces

37: Confederate Scientist: Change; "No more than one SP per Confederate controlled state. No SPs"

40: Emergency Call for Volunteers: Change; Union receives five SPs, no more than two SPs in any space. Placement spaces must be friendly controlled, have a LOC, and be free of Confederate SPs or forts.

42: Kentucky Anarchy: Add; Removal of a PC marker makes a space neutral.

47: CSA Recognizes KY, MO, MD, and DE: Change: Confederate places a total of two SPs in any single space in either KY, MO, MD, or DE that contains a general or army in these states. The space can be controlled by either side or neutral and does not require a LOC.

57: Admiral Foote: Add; - Add +2 to Running the Guns die roll.

58: Admiral Porter: Add; - Add +2 to Running the Guns die roll.

59: Farragut: Change; Union may make a naval move with up to 3 SPs plus one general. Move may pass one ungarrisoned fort without "running the guns" to conduct an amphibious assault (may not pass an ironclad). Ignore first torpedo encountered during naval move. If the port space is captured it immediately receives a Union PC marker.

66: Wilson's Creek: Either player may move up to two infantry SPs from the same space

69: The Naval Program: Change: - or increase the Amphibious Assault modifier by two.

70: Ironclad Building Program: Change; The Union Amphibious Assault modifier is increased by two.

71: The Anaconda Plan: Change; - or increase the Amphibious Assault modifier by two.

72: Monitor Fleet: The Union Amphibious Assault modifier is increased by two.

73: Ball's Bluff: The Union removes one SP (Confederate chooses) within two spaces (including river connections) of a Confederate SP. A Union SP can be removed from a Coastal fort.

75: Western Concentration Block: Change; OR Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space

79: Indian Allies: Change; Confederate immediately receives one SP in any friendly space in Arkansas

80: Southern Religious Revival: Confederate immediately receives three SPs in a single space and loses 3 SW points. SPs must be placed in a friendly controlled space (including Pro-Union spaces) with a LOC free of Union SPs.

100: Shiloh: Change; Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space

101: Chickamauga: Change; Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space

102: First Manassas: Change; - OR play this card as an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept.

103: Seven Days/Chattanooga: Change; - OR play this card as an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept.

104: Big Bethel: Change; Either player may move up to two infantry SPs from the same space

105: Detached Cavalry: Change; Played prior to a battle against an army possessing one or more cavalry brigades. The ONLY effects are the Army's Commanding General's battle rating (offense or defense) is immediately reduced by 2 and no Cavalry general's battle ratings may be used in the battle. The effects are ended at the conclusion of the battle. No cavalry general is available for casualty determination. OR: place one Union PC marker in any space within four spaces (includes river connections) of a single Union cavalry brigade. The four space range cannot be traced through Northeast Alabama. The space may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes.

106: British Clydeside Shipyards: Change; Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost.

109: Fortified Lines: Change; The Confederate player may place up to two forts in any friendly controlled space with a LOC free of Union SPs and forts.

New (Optional Cards

111: 2OC (Union event) Wilson's Raid: Union may place two Union PC markers in any spaces within four spaces (includes river connections) of a single Union cavalry brigade. The four space range CAN be traced through Northeast Alabama. These PC Markers (in contravention of rule 11.3D), CAN be placed in blockade runner ports/ and or resource spaces devoid of Confederate SPs or forts (but may contain an Ironclad or Torpedoes), resulting in their immediate destruction. Remove from deck if event is played.

112: 2OC (Confederate event) Severe Storms at Sea: Interrupt card, cancel a Naval movement initiated by a 3OC. This card cannot cancel a Naval movement initiated by an Event card (including a naval movement initiated by a campaign card event). Remove from deck if event is played.

113: 2OC (Union event) Washington Defenses: The Union player may place 3 forts in a friendly controlled space, unoccupied by Confederate SPs, on or within two spaces of the Union Capital (any location) or 2 forts in any friendly controlled spaces unoccupied by Confederate SPs. Remove from deck if event is played.

114: 3OC (Union event) Frederick Douglas: Union immediately receives five SPs for raising freemen Negro troops. The SPs can be placed in any Union controlled space (all SPs placed in the same space) with a LOC in NJ, DE, PA or the space that contains the Union capital that does not contain Confederate SPs or forts. Remove from deck if event is played.

115: 2OC (Confederate event) Galviston: The Confederate player may move 1 SP from a blockade runner port (open or closed) to its associated ungarrisoned Union controlled coastal fort (no Union SP present) and immediately place a Confederate PC marker (does not require a LOC) in the Coastal fort space. Remove from deck if event is played.

116: 2OC (Confederate event) Confederate River Flotilla: Interrupt card, roll the die, if the result is greater than the Union Amphibious Assault modifier, cancel a naval movement initiated by a 3 OC from a riverine port. If the die roll is equal to or less than the Union Amphibious Assault modifier then no effect. This card cannot cancel a Naval movement initiated by an Event card (including a naval movement initiated by a campaign card event). Remove from deck if event is played.

117: 3OC (Confederate event) Clandestine Blockade Runner Port: If Florida is Confederate controlled and the St. Marks, Florida space is Confederate controlled it is treated for the remainder of the game as a blockade runner port. In addition if St. Marks is 'open' when it becomes a blockade runner port, the Confederate immediately receives two SPs and a fort (at the Confederate player's discretion if one is available) in the St. Marks, Florida space. Remove from deck if event is played.

118: 3OC (Confederate event ) Mexican Supply Line: Confederate player receives 2 SP in any friendly controlled Texas space (both SPs placed in the same space). The space does not need a LOC. The space may not contain Union SPs or forts. If no eligible space exists the SPs are lost.

119: 3OC (Union and Confederate event) War in the West: Valverde/Glorietta Pass: Randomly remove one strategy card from your opponents hand which is discarded. Remove from deck if event is played.

120: 1OC (Union or Confederate event) Horace Greeley Editorial: If played by the Union increase Union SW by 1. If played by the Confederate decrease Union SW by 1.

121: 1OC (Union or Confederate event) Great Locomotive Chase: If played by the Union place one Union PC in any space within four rail connected spaces of at least one Union infantry SP. The space may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes. If played by the Confederate increase the Confederate SW by 1 for foiling the plot. Remove from deck if event is played.

122: 3OC (Union event) Cabinet Overrules General Lee: If two or more Confederate armies are in Virginia, the Confederate player places (Confederate choice) one army (placed, not moved) in a Confederate controlled Resource space (destroyed or not), Riverine port, or Blockade Runner port (open or closed) in Tennessee, Alabama, Mississippi, Arkansas, Louisiana, or Texas. Remove from deck if event is played.

123: 1OC (Union or Confederate event) Quantrill's Raiders: If played by the Confederate player place or flip 2 PC makers in a Missouri space (except St. Louis), which does not contain Union SPs or forts. If played by the Union player increase Union SW by 1 for increased resolve due to atrocities. Remove from deck if event is played.

124: 2OC (Union event) Confederate Desertion: Can be played as an Interrupt card to cancel the activation of any Confederate force, OR during a Union player's turn to cause a Confederate force to immediately execute an attrition procedure plus conduct Forage if force has no LOC. Remove from deck if event is played.

125: 1OC (Union event) Confederate Locomotive Shortage: The Union player may randomly remove one strategy card from the Confederate hand which is discarded. Remove from deck if event is played.

126: 1OC (Union event) Valley Devastation: If Union infantry SPs are in one or more Shenandoah Valley spaces the Union player places a destroyed Resource marker in all Shenandoah Valley spaces that do not contain at least one Confederate SP or fort. These destroyed Resource markers cannot be removed and prevent the Confederate player from using the Shenandoah valley as a supply source for the remainder of the game. Remove from deck if event is played.

127: 2OC (Union event) Brooklyn Navy Yard Conversions: The Union blockade level is increased by one. Remove from deck if event is played.

128: 3OC (Confederate event) Union Naval Supply Shortage: The Union blockade level is decreased by one. Remove from deck if event is played.

129: 2OC (Confederate event) USS Cairo Hits Mine and Sinks: Reduce Union Amphibious Assault modifier by 1. Remove from deck if event is played.

130: 3OC (Union) Union Siege Guns: Union plays card at beginning of a battle (or Amphibious Assault) that has a Confederate fort present and cancels Confederate fort die roll modifier in the battle. Remove from deck if event is played. Draw a strategy card.

For the People is a grand strategy game of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end at Appomattox Court House. You take the role of either President Lincoln or President Davis and command the armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.

For the People includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases, and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States, and issue the Emancipation Proclamation. Relive the history of this exciting time when our nation was torn asunder.

420 full-color, die-cut counters.
One 22x34" full-color mapsheet

  • One 6-sided die
  • 40-page Rule and Scenario Book
  • 110 Strategy Cards
  • TIME SCALE 4 months per turn
    MAP SCALE Point-to-point system
    UNIT SCALE 6,000 men per strength point
    NUMBER OF PLAYERS One or two

    For the People 2 ist die Neuauflage des gleichnamigen Spiels von Avalon Hill.
    14 neue Karten. Unterschiede in den Karten.
    Leichte Änderungen im Spielplan, einschließlich B&O Railroad für Strategische Bewegung der Union.
    Große Veränderungen bei den Forts und der Flußüberquerung.
    Viele neue Befehlshaber. Offensiv- und Defensivwerte wurden geändert.
    Die Karte und die Spielsteine sind bedeutend besser.

    Deutsche Regel vorhanden

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