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Birth Of A Legend: Lee And The Seven Days box art
2011 Ranked #12,199

Birth Of A Legend: Lee And The Seven Days

Civil War campaign game has Union and Confederate commanders contest Richmond and supply heads during the Seven Days. Leaders, initiative, and a traded advantage marker shape assaults, defense, and recovery.

Wargames American Civil War Wargame Area-Impulse Simulation

Players

2

Play time

Not listed

Age

?+

Complexity

2.93/5

Rating

6.85

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

Simulation of the Seven Days' Battles which started Robert E. Lee on the road to glory.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Simulation of the Seven Days' Battles which started Robert E. Lee on the road to glory. The setting is the Union’s Peninsula Campaign in the spring of 1862. McClellan has formed and trained a large army, transported it by sea in an outflanking maneuver, marched it to the gates of the Confederate capital, and is poised to capture the city and probably bring an end to the rebellion. On the Confederate side Lee has taken over the Army after Johnston was wounded. Unlike Johnston, who was content to fight a largely defensive campaign, Lee gathered every unit he could get his hands on and launched his own offensive. The Union had placed its army in an awkward position, with one corps north of Chickahominy River and the rest south of it. Lee’s plan, and the position of the units when the game starts, was to crush the Union Corps and then drive the rest of McClellan’s army from the capital, destroying as much of it as he possible could. With that accomplished he would have a free hand to turn north. The system is a simplified version of two games, the last area-impulse Avalon Hill published, Breakout: Normandy, and MMP's Monty's Gamble: Market Garden. The game features leaders who are rated for initiative and combat effectiveness. Another mechanism in the game is the “advantage” marker which can be traded to the opponent to do things like rally, conduct a combined assault, declare a heroic defense that turns a success into a stalemate, or receive additional replacements. The victory conditions are based on territorial control. For the Union that was Richmond. For the Confederacy that was the Union supply heads – White House Landing and Harrison’s Landing – and Malvern Hill. A key decision for the Union player is when to shift his supply train from White House Landing to the more secure location at Harrison’s Landing. The unit scale is divisional including artillery and cavalry. There is the campaign game, and a few optional rules. Playing time should be under three hours between experienced players.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1
Play time
180 min
Complexity
2.9/5
Credits and catalog connections

Credits

Designers

1
Michael Rinella

Artists

2
Mark Mahaffey Keith Rocco

Publishers

2
Against the Odds LPS, Inc.

Linked items

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