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Entry # Time Turn Player Title Entry
82 3/6/2020 4:37:00 PM Fall 1862 Confederate Draw Strategy cards 7 cards drawn.

81 3/6/2020 4:37:00 PM Fall 1862 Union Draw Strategy cards 7 cards drawn.

80 3/6/2020 4:34:00 PM Summer 1862 Confederate End Turn
79 3/6/2020 4:32:00 PM Summer 1862 Confederate Play Strategy card as Operations #7: 1 / Mud March
Interrupt enemy force currently moving to no more than one space of movement. (Converting a space counts as movement.) Applies to only one move during a Major or Minor campaign card, but not a special army-naval move.

Message from Confederate:
78 3/6/2020 4:31:00 PM Summer 1862 Union Play Strategy card as Operations #126: 1 / Valley Devastation
If Union infantry SPs occupy all three Shenandoah Valley spaces the Union player places a destroyed Resource marker in all Shenandoah Valley spaces. 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.

Message from Union:
77 3/6/2020 4:30:00 PM Summer 1862 Confederate Play Strategy card as Event #26: 3 / Cotton is King
If played by Union, reduce Confederate SW by 2; if played by Confederate, Confederate immediately receives two SPs in any Blockade Runner port, no more than one SP per port, but more than 1SP per Blockade zone is permitted. If insufficient ports are available, the excess SPs are lost. Remove from deck if event is played.

Message from Confederate:
76 3/6/2020 4:29:00 PM Summer 1862 Union Play Strategy card as Event #4: 1 / Costly Mistake
Pick an enemy army with two or more subordinate generals (includes Cavalry Generals) and randomly determine a target general. On a die roll of 1-3 the chosen general is killed and removed from play. On a die roll of 4-6 the general is wounded and removed from play, but re-enters during the reinforcement phase of the next game turn.

Message from Union:
75 3/6/2020 4:29:00 PM Summer 1862 Confederate Play Strategy card as Operations #20: 3 / Union Arms Production Delayed
Confederate removes two Union SPs (Confederate chooses). No more than one SP can be removed from a space and the SP cannot be the last SP in the space.

Message from Confederate:
74 3/6/2020 4:25:00 PM Summer 1862 Union Play Strategy card as Operations #39: 2 / Draft Riots in New York
The Union must remove three SPs (Union chooses). If possible the SPs must come from Pennsylvania, Maryland, New Jersey, or Washington DC.

Message from Union:
73 3/6/2020 4:23:00 PM Summer 1862 Confederate Play Strategy card as Operations #49: 3 / CSS Alabama, Commerce Raider
Union SW reduced by two.

Message from Confederate:
72 3/6/2020 4:15:00 PM Summer 1862 Union Play Strategy card as Event #84: 3 / Major Campaign
Conduct up to three moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

Message from Union:
71 3/6/2020 4:09:00 PM Summer 1862 Confederate Play Strategy card as Event #23: 2 / Bermuda Blockade Surge
Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than 1SP per Blockade zone is permitted. If insufficient ports are available, the excess SPs are lost.

Message from Confederate:
70 3/6/2020 4:07:00 PM Summer 1862 Union Play Strategy card as Operations #110: 3 / The Gettysburg Address
Union player gains 3 SW. Remove from deck if event is played.

Message from Union:
69 3/6/2020 4:07:00 PM Summer 1862 Confederate Play Strategy card as Operations #91: 2 / Letters of Marque
Increase Confederate SW by 1. Remove from deck if event is played.

Message from Confederate:
68 3/6/2020 4:06:00 PM Summer 1862 Union Play Strategy card as Event #70: 2 / Gustavus Fox, Ironclad Building Program
The Union Amphibious Assault modifier is increased by two.

Message from Union:
67 3/6/2020 4:06:00 PM Summer 1862 Confederate Play Strategy card as Operations #93: 2 / Strategy Board
Union player may make a naval move with up to three SPs plus one general.

Message from Confederate:
66 3/6/2020 4:03:00 PM Summer 1862 Union Play Strategy card as Operations #18: 2 / Confederate Inflation
Confederate SW reduced by two.

Message from Union:
65 3/6/2020 4:03:00 PM Summer 1862 Confederate Return Strategy card to hand #20: 3 / Union Arms Production Delayed

Message from Confederate:
64 3/6/2020 4:02:00 PM Summer 1862 Confederate Play Strategy card as Event #20: 3 / Union Arms Production Delayed
Confederate removes two Union SPs (Confederate chooses). No more than one SP can be removed from a space and the SP cannot be the last SP in the space.

Message from Confederate:
63 3/6/2020 4:01:00 PM Summer 1862 Confederate Draw Strategy cards 7 cards drawn.

62 3/6/2020 4:00:00 PM Summer 1862 Union Draw Strategy cards 7 cards drawn.

61 3/6/2020 4:00:00 PM Spring 1862 Confederate End Turn Deck was reshuffled.

60 3/6/2020 3:51:00 PM Spring 1862 Confederate Play Strategy card as Event #55: 1 / CSS Tennessee
Confederate may place one Ironclad in a controlled port or coastal fort space.

Message from Confederate:
59 3/6/2020 3:50:00 PM Spring 1862 Union Play Strategy card as Operations #97: 1 / Davis Tours the South
Increase Confederate SW by 3.

Message from Union:
58 3/6/2020 3:45:00 PM Spring 1862 Union Play Strategy card as Event #76: 2 / Great Sioux Uprising
Remove one Union commanding general at no SW penalty. Penalties for promoting a general with a lower political value still apply. OR remove ANY Union non-commanding general (even second in commands) from the game. Remove from deck if event is played.

Message from Union:
57 3/6/2020 3:44:00 PM Spring 1862 Confederate Play Strategy card as Operations #43: 1 / Kansas Admitted to Union
Union immediately gains one SP in any friendly or neutral space in Missouri free of Confederate SPs. Remove from deck if event is played.

Message from Confederate:
56 3/6/2020 3:44:00 PM Spring 1862 Confederate Play Strategy card as Operations #29: 2 / Crittenden Compromise
Union places (or flips in border states) two PC markers in any spaces free of Confederate SPs or forts which are not Resource spaces, Blockade Runner Ports, or Coastal forts. Void after Emancipation Proclamation. Remove from deck if event is played.

Message from Confederate:
55 3/6/2020 3:40:00 PM Spring 1862 Union Set Deck Reshuffle Deck will be reshuffled before next deal
54 3/6/2020 3:40:00 PM Spring 1862 Union Play Strategy card as Operations #82: 3 / Foreign Intervention - Reshuffle/Remove
Either player can play this card as an EC when Confederate SW is 110+. If this is the last card in a players hand or the second to last and the player holds the Emancipation Proclamation, if the condition is met, it must be played as an EC, if not it can be played as an OC. EFFECTS: 1. Union Blockade reduced by one (cannot become greater than 4 for the remainder of the game). 2. Union -2 SP Reinforcements for the remainder of the game (Union choice). 3. Union SW reduced by 10. Remove from deck if event is played. If card is played as an OC or discarded re-shuffle deck at end of the Strategy Phase.

Message from Union:
53 3/6/2020 3:38:00 PM Spring 1862 Confederate Play Strategy card as Operations #16: 2 / Grierson'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 cannot be traced through Northeast Alabama and may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes.

Message from Confederate:
52 3/6/2020 3:32:00 PM Spring 1862 Union Play Strategy card as Operations #77: 2 / Stop the War
Union SW reduced by five points. Remove from deck if event is played.

Message from Union:
51 3/6/2020 3:30:00 PM Spring 1862 Confederate Play Strategy card as Operations #40: 3 / Emergency Call for Volunteers
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.

Message from Confederate:
50 3/6/2020 3:30:00 PM Spring 1862 Union Play Strategy card as Operations #109: 2 / Fortified Lines
The Confederate player may place up to two forts in any friendly controlled space with an LOC free of Union SPs and forts.

Message from Union:
49 3/6/2020 3:27:00 PM Spring 1862 Confederate Play Strategy card as Operations #61: 3 / Ship Island/Key West
Union Blockade Level is increased by one. In addition, if Fort Philip/Jackson does not contain a CSA SP place a friendly PC marker in that space.

Message from Confederate:
48 3/6/2020 3:25:00 PM Spring 1862 Union Play Strategy card as Operations #48: 3 / Brazil Recognizes the Confederacy
Confederate gains +3 SW. Remove from deck if event is played.

Message from Union:
47 3/6/2020 3:24:00 PM Spring 1862 Confederate Play Strategy card as Event #4: 1 / Costly Mistake
Pick an enemy army with two or more subordinate generals (includes Cavalry Generals) and randomly determine a target general. On a die roll of 1-3 the chosen general is killed and removed from play. On a die roll of 4-6 the general is wounded and removed from play, but re-enters during the reinforcement phase of the next game turn.

Message from Confederate:
46 3/6/2020 3:23:00 PM Spring 1862 Union Play Strategy card as Operations #49: 3 / CSS Alabama, Commerce Raider
Union SW reduced by two.

Message from Union:
45 3/6/2020 3:15:00 PM Spring 1862 Confederate Draw Strategy cards 7 cards drawn.

44 3/6/2020 3:15:00 PM Spring 1862 Union Draw Strategy cards 7 cards drawn.

43 3/6/2020 3:14:00 PM Fall 1861 Confederate End Turn
42 3/6/2020 3:02:00 PM Fall 1861 Confederate Play Strategy card as Event #34: 1 / Elite Units
Place an Elite unit marker in any space with an Army. CSA: Stonewall Bde or Hood’s Tigers. USA: Iron Bde or Wilder’s Bde. Cannot be played if all elite unit markers are in play for that side.

Message from Confederate:
41 3/6/2020 3:01:00 PM Fall 1861 Union Play Strategy card as Event #67: 2 / J.B. Eads, Riverine Ironclads
The Union Amphibious Assault modifier is increased by two.

Message from Union:
40 3/6/2020 3:01:00 PM Fall 1861 Confederate Play Strategy card as Event #105: 1 / Detached Cavalry
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 end at the conclusion of the battle. Cavalry generals are not available for casualty determination. OR: Place one PC marker in any space within four spaces (includes river connections) of a single cavalry brigade. The four space range many not be traced through Northeast Alabama. The space may not contain an enemy SP or fort, but may contain an Ironclad or Torpedoes.

Message from Confederate:
39 3/6/2020 2:57:00 PM Fall 1861 Union Play Strategy card as Operations #51: 1 / Confederate Torpedoes
Confederate receives three torpedo counters. Must be placed in a friendly controlled port, and no more than one per space. Torpedoes provide a -1 DRM against Running the Guns and a +1 DRM against amphibious assaults.

Message from Union:
38 3/6/2020 2:52:00 PM Fall 1861 Confederate Play Strategy card as Operations #102: 3 / First Manassas
Confederate Player may move 2 SPs using Strategic Movement from the same space using rail connections only (5 space maximum) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. OR play this card as an automatic 2 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 the intercept.

Message from Confederate:
37 3/6/2020 2:51:00 PM Fall 1861 Union Play Strategy card as Operations #38: 2 / George W. Rains, Increased Gunpowder Production
Confederate immediately places two SPs in any friendly controlled space in Tennessee with an LOC (both SPs are placed in the same space). The SPs cannot be placed in a Pro Union space or one occupied by Union SPs or fort.

Message from Union:
36 3/6/2020 2:48:00 PM Fall 1861 Confederate Play Strategy card as Event #101: 3 / Chickamauga
Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. If a general casualty occurs in a battle caused by this card, the Commanding General is eligible, this is an exception to the rules. See 4.5.

Message from Confederate:
35 3/6/2020 2:48:00 PM Fall 1861 Union Play Strategy card as Operations #37: 2 / Confederate Scientist
Confederate immediately receives three SPs in any friendly controlled space with a LOC, free of Union SPs or forts. No more than one SP per confederate controlled state. No SPs may be placed in Pro-Union spaces.

Message from Union:
34 3/6/2020 2:43:00 PM Fall 1861 Union Play Strategy card as Event #1: 1 / Empty Haversacks
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. In addition, conduct Forage if force has no LOC.

Message from Union:
33 3/6/2020 2:42:00 PM Fall 1861 Confederate Play Strategy card as Operations #18: 2 / Confederate Inflation
Confederate SW reduced by two.

Message from Confederate:
32 3/6/2020 2:39:00 PM Fall 1861 Confederate Play Strategy card as Event #7: 1 / Mud March
Interrupt enemy force currently moving to no more than one space of movement. (Converting a space counts as movement.) Applies to only one move during a Major or Minor campaign card, but not a special army-naval move.

Message from Confederate:
31 3/6/2020 2:37:00 PM Fall 1861 Union Play Strategy card as Operations #24: 3 / Pre-War Treachery
Confederate may place up to two forts in any friendly controlled spaces with a LOC free of Union SPs and forts. Remove from deck if event is played.

Message from Union:
30 3/6/2020 2:37:00 PM Fall 1861 Union Return Strategy card to hand #51: 1 / Confederate Torpedoes

Message from Union:
29 3/6/2020 2:35:00 PM Fall 1861 Union Play Strategy card as Operations #51: 1 / Confederate Torpedoes
Confederate receives three torpedo counters. Must be placed in a friendly controlled port, and no more than one per space. Torpedoes provide a -1 DRM against Running the Guns and a +1 DRM against amphibious assaults.

Message from Union:
28 3/6/2020 2:34:00 PM Fall 1861 Confederate Draw Strategy cards 6 cards drawn.

27 3/6/2020 2:31:00 PM Fall 1861 Union Draw Strategy cards 6 cards drawn.

26 3/6/2020 2:31:00 PM Summer 1861 Confederate End Turn
25 3/6/2020 2:31:00 PM Summer 1861 Confederate Play Strategy card as Event #66: 1 / Wilson's Creek
Either player may move up to two infantry SPs from the same space as if they were led by a General. This move is a Corps move and may enter enemy controlled spaces because the SPs are moving as if they are led by a general.

Message from Confederate:
24 3/6/2020 2:19:00 PM Summer 1861 Union Play Strategy card as Operations #126: 1 / Valley Devastation
If Union infantry SPs occupy all three Shenandoah Valley spaces the Union player places a destroyed Resource marker in all Shenandoah Valley spaces. 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.

Message from Union:
23 3/6/2020 2:18:00 PM Summer 1861 Confederate Play Strategy card as Event #83: 3 / Major Campaign
Conduct up to three moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

Message from Confederate:
22 3/6/2020 2:07:00 PM Summer 1861 Union Play Strategy card as Event #84: 3 / Major Campaign
Conduct up to three moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

Message from Union:
21 3/6/2020 2:07:00 PM Summer 1861 Confederate Play Strategy card as Operations #103: 3 / Seven Days/Chattanooga
Either player may move 2 SPs using Strategic Movement from the same space using rail connections only (10 space maximum) to the same space with a General who is then activated and must attempt to enter a space with at least one or more enemy SPs or fort. OR play this card as an automatic 2 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 the intercept.

Message from Confederate:
20 3/6/2020 2:01:00 PM Summer 1861 Union Play Strategy card as Operations #28: 1 / Franz Sigel
Union immediately receives one SP in St. Louis, MO space if no Confederate SPs or fort are present, whether it is controlled by either side or neutral; OR Confederate plays card at the beginning of a battle and receives a +2 DRM in the battle.

Message from Union:
19 3/6/2020 1:59:00 PM Summer 1861 Confederate Play Strategy card as Operations #69: 3 / Gideon Welles, The Naval Program
The Union player may either increase the Blockade Level by one or increase the Amphibious Assault modifier by two.

Message from Confederate:
18 3/6/2020 1:58:00 PM Summer 1861 Union Play Strategy card as Event #81: 3 / Emancipation Proclamation - Reshuffle/Remove
Either player must play this card as an EC on the Strategy Round immediately following a Union large or medium battle victory. Confederate loses 10 SW and 3 SPs (his choice). Union loses 5 SW. Flip GT marker to its Emancipation Proclamation side. Card must be the last one played by a player at which time it can be played as an OC card. If the play of this card as an OC results in a battle victory, there is no Emancipation Proclamation Remove from deck if event is played. If this card is played as an OC or discarded re-shuffle deck at the end of the Strategy Phase.

Message from Union:
17 3/6/2020 1:55:00 PM Summer 1861 Confederate Play Strategy card as Operations #68: 2 / Lincoln Declares Southern Blockade
The Union Blockade Level is increased by one. Remove from deck if event is played.

Message from Confederate:
16 3/6/2020 1:53:00 PM Summer 1861 Union Play Strategy card as Operations #32: 3 / Dixie Land
Confederate defiance against the “War of Northern Aggression” hardens. Increase Confederate SW by three points.

Message from Union:
15 3/6/2020 1:53:00 PM Summer 1861 Union Die roll request Request: 6-sided die x 2

4
1


Message from Union:

14 3/6/2020 1:43:00 PM Summer 1861 Confederate Draw Strategy cards 5 cards drawn.

13 3/6/2020 1:43:00 PM Summer 1861 Union Draw Strategy cards 5 cards drawn.

12 3/6/2020 1:43:00 PM Spring 1861 Confederate End Turn
11 3/6/2020 1:43:00 PM Spring 1861 Confederate Play Strategy card as Operations #8: 1 / 3 Cigars
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.

Message from Confederate:
10 3/6/2020 1:30:00 PM Spring 1861 Confederate Play Strategy card as Operations #42: 2 / Kentucky Anarchy
Remove up to three enemy PC markers in Kentucky. You must also remove one of your own PC markers from the state if you have any there. Removal of a PC marker makes a space neutral. Remove from deck if event is played.

Message from Confederate:
9 3/6/2020 1:23:00 PM Spring 1861 Union Die roll request Request: 6-sided die x 2

2
4


Message from Union:

8 3/6/2020 1:22:00 PM Spring 1861 Union Play Strategy card as Operations #45: 3 / Food Shortage
Confederate loses SW equal to current Union blockade value.

Message from Union:
7 3/6/2020 1:21:00 PM Spring 1861 Confederate Play Strategy card as Operations #59: 2 / Farragut
Union may make a naval more with up to three 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. Add +2 to Running the Guns die roll.

Message from Confederate:
6 3/6/2020 1:20:00 PM Spring 1861 Union Play Strategy card as Operations #44: 2 / Western Virginia
Place three Union PC markers in any West Virginia space free of Confederate SPs. If the space contains a Confederate PC marker, it is flipped. Remove from deck if event is played.

Message from Union:
5 3/6/2020 1:20:00 PM Spring 1861 Union Discard random Strategy card Operations - 3 / The Gettysburg Address

Message from Union:
4 3/6/2020 1:19:00 PM Spring 1861 Confederate Play Strategy card as Event #119: 2 / War in the West: Valverde/Glorietta Pass
Randomly remove one strategy card from your opponent’s hand, which is discarded. Remove from deck if event is played.

Message from Confederate:
3 3/6/2020 1:18:00 PM Spring 1861 Union Play Strategy card as Event #71: 3 / General Scott, The Anaconda Plan
The Union player may either increase the Blockade Level by one or increase the Amphibious Assault modifier by two.

Message from Union:
2 3/6/2020 1:08:00 PM Spring 1861 Confederate Draw Strategy cards 4 cards drawn.

1 3/6/2020 1:08:00 PM Spring 1861 Union Draw Strategy cards 4 cards drawn.

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