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Chancellorsville 1863 box art
2020 Ranked #6,004

Chancellorsville 1863

A card-driven Civil War wargame where commanders activate formations to maneuver, attack, and seize key locations. Hidden movement and momentum-funded tactics make every formation card a choice between immediate pressure and future flexibility.

Wargames American Civil War Civil War Action/Event Betting and Bluffing

Players

1-2

Play time

45-90 min

Age

14+

Complexity

2/5

Rating

7.87

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 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Chancellorsville 1863 is a card-driven game on the American Civil War Battle of Chancellorsville. Playable by 1 to 2 players in 1 hour, the game comes with a card-driven solitaire engine.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Chancellorsville 1863 is a card-driven game on the American Civil War Battle of Chancellorsville. Playable by 1 to 2 players in 1 hour, the game comes with a card-driven solitaire engine. Designed by Maurice Suckling (designer of Freeman's Farm 1777), the game uses many of the concepts from that game. However, added hidden movement, much more maneuver, and other design tweaks make this a truly unique game. Each turn players will play 1 of their 3 in-hand formation cards to maneuver or attack enemy forces, gaining momentum cubes based on the formation activated. Each formation is a Confederate division or Union corps. Each formation card will allow a major and possibly an additional minor activation, major allowing two moves for a formation while the minor allows one move. After each formation moves combat can occur if a move ends in a location with an enemy formation. Tactic cards may be played during the formation's activation giving it movement or combat bonuses. At the end of the formation card activation players may spend their momentum cubes to buy tactics cards which may give them benefits in combat or movement in future turns. Players then draw a new formation card refilling their hands to 3. Hooker, Lee, and Jackson have bonuses that can be played once a game, adding to movement and combat. Victory is determined by destroying enemy formations through morale/strength loss, or the Union occupying the three victory locations which represent cutting off the Confederate army from Richmond. Additional rules allow for fixed defensive positions, Jackson's Flank March -- and even his death. —description from the publisher

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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

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
45–90 min
Age
14+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Maurice Suckling

Artists

1
Sean Cooke

Publishers

2
Old School Wargames Worthington Publishing, LLC

Linked items

No published linked games yet.