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Across The Potomac box art
1994 Ranked #12,882

Across The Potomac

Hidden-movement Civil War wargame has Confederate and Union commanders search for enemy armies during the Gettysburg campaign. Separate maps and cavalry scouting make intelligence scarce, while territory and destroyed units determine victory.

Wargames American Civil War Wargame Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

2.48/5

Rating

6.37

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.6/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Across the Potomac is a simulation of the 1863 Gettysburg campaign during the American Civil War. The Confederates were at the height of their military capabilities and were looking for a quick way to end the war by aiming at Washington.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Across the Potomac is a simulation of the 1863 Gettysburg campaign during the American Civil War. The Confederates were at the height of their military capabilities and were looking for a quick way to end the war by aiming at Washington. The battles of Brandy Station, Second Winchester, and Gettysburg were fought during this campaign. The game system uses a double blind system. One player takes the role of Gen. Robert E. Lee, the other acts as Maj.Gen. Joseph Hooker (until June 28th) and then Maj.Gen. Geore G. Meade. Movement determined by command points which is determined by quality of leaders. Rules include the variables of replacing Hooker with Meade. There are two identical maps with each player having one and hidden from each other. Players will need to search out the other's army by using cavalry and pickets. Victory is determined by destroying enemy units and capturing or defending real estate. Two additional scenarios: The Great Invasion (starting on turn 14), and Lee vs. Meade. Optional rules cover Rain, Bridge Burning, Naval Movement, Piccett Goes West, and Reynolds Takes Command. A complete game will take about four hours to play, but the additional scenarios can be finished faster. 125 counters, two 17"x22" maps, two sheets for battleboard and Turn Record, 14 pages of rules. One six-sided die and one ten-sided die is needed to play.

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
120 min
Age
12+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
Ben Knight

Artists

2
Beth Queman Don Troiani

Publishers

2
Kokusai-Tsushin Co., Ltd. (?????) XTR Corp

Linked items

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