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For the People: Fred vs. Max Card Play Report

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Entry # Time Turn Player Card Number Ops Type Entry
90 10/15/2026 6:44:00 PM Fall 1861 Confederate 116 2 Operations #116: 2 / Confederate River Flotilla
Roll the die, if the result is greater than the Union Amphibious Assault modifier, reduce the Union Amphibious Assault modifier by one, other wise no effect. Remove from deck if event is played.

Message from Confederate:
Activate Beauregard (n1) in Memphis:

1-7) Springfield
86 10/15/2026 6:24:00 PM Fall 1861 Union 59 2 Event #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 Union:
Buell + 2 to New Orleans (I could really punish you for ungarrison St. P/J, ha)

I had to check the rules on this, but yeah, Farragut is a specific exception to the rule of no running the guns on a coastal fort
85 10/15/2026 5:48:00 PM Fall 1861 Confederate 73 1 Event #73: 1 / Ball's Bluff
The Union removes one SP (Confederate chooses) within two spaces (including a river connection) of a Confederate SP due to poor leadership. A Union SP can be removed from a Coastal fort.

Message from Confederate:
Event:

-1 SP in Staunton (Burnside n1)
84 10/15/2026 10:37:00 AM Fall 1861 Union 4 1 Operations #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:
Fort in Grafton
77 10/13/2026 7:35:00 PM Fall 1861 Confederate 58 2 Operations #58: 2 / Admiral Porter
Union may make a naval move with up to three SPs plus one general. If an amphibious assault occurs, you receive an additional +2 DRM. Add +2DRM to any Running the Guns die roll.

Message from Confederate:
Well I guess I'll test your hand

Activate ANV in Richmond, leave 2 SP and Pemberton (n6):

1-2) Fredericksburg

Intercept?
76 10/13/2026 7:23:00 PM Fall 1861 Union 55 1 Operations #55: 1 / CSS Tennessee
Confederate may place one Ironclad in a controlled port or coastal fort space.

Message from Union:
Fort in Harpers ferry
65 10/12/2026 7:46:00 PM Summer 1861 Union 29 2 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 Union:
Actually, sorry, that's a waste of this last action, one moment
64 10/12/2026 7:44:00 PM Summer 1861 Union 29 2 o hand #29: 2 / Crittenden Compromise

Message from Union:
63 10/12/2026 7:44:00 PM Summer 1861 Union 29 2 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 Union:
Not a Campaign, but you're not going to like it...

PCs in Burkeville VA and Suffolk VA
60 10/12/2026 7:35:00 PM Summer 1861 Confederate 36 1 Operations #36: 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:
Another reinforcement card of mine.

And my title (you know what it is) apparently applies to cards too here...only one card more than a 1.

Activate 1 SP from ANV (n8):

1-4) Lynchburg
5) Try my luck and attack SP in Wythesville
59 10/12/2026 6:23:00 PM Summer 1861 Union 26 3 Operations #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 Union:
Well, that only took 1 op, but more than making you make a sub optimal play, I just wanted you to not be focusing on the East...

Speaking of the East, let's set up McClellan. Activate him with 6 in Pittsburgh

1 Wheeling
2 Grafton
3 Weston, drop 1
4 Lewisburg, drop 1
5 Wytheville, drop 1
6 Lewisburg
7 Franklin, drop 1
8 Grafton, end there with 2
58 10/12/2026 6:02:00 PM Summer 1861 Confederate 34 1 Operations #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:
You also are drawing my reinforcement cards while my hand is trash...

1 SP from Dover (n1) to Columbus (n2)
55 10/12/2026 10:27:00 AM Summer 1861 Union 117 3 Operations #117: 3 / Clandestine Blockade Runner Port
If the state of Florida and the St. Marks, Florida space is Confederate controlled, St. Marks is treated as a blockade runner port for the remainder of the game. Place (no LOC required) 2SPs and a fort (optional if available) in the St. Marks space. Remove from deck if event is played.

Message from Union:
I'm assuming Bean was supposed to be Beau? :)

I'll try my previous move again, let's see if I can get lucky twice (I can't exactly do the math, but should be roughly a 35-40% chance of success)

So Fremont has 1 in Cairo, there's 1 left in Paducah, and Rosecrans has 6 attacking Columbus
54 10/11/2026 10:01:00 PM Summer 1861 Confederate 6 1 Operations #6: 1 / Ambush
Target any enemy cavalry general not located with an army and make a casualty die roll. On a die roll of 1-3 the cavalry general is killed, on a die roll of 4-6 there is no effect.

Message from Confederate:
General Re-Org:

Polk from Memphis to ANV
ASJ from Nashville to ANV
Smith from Marion to Dover
Bean from ANV to Memphis
53 10/11/2026 9:57:00 PM Summer 1861 Confederate 89 1 Event #89: 1 / Quaker Guns
Play as an interrupt to cancel the activation of any Union general with a strategy rating of 2 or 3.

Message from Confederate:
I think I will stop that move. You get to go last
48 10/11/2026 7:10:00 PM Summer 1861 Union 17 3 Operations #17: 3 / CSA Purchasing Agent
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.

Message from Union:
Rosecrans +2 in Bloomington

1-3: Jonesborough, pu 2 (n4)
4: Cairo, pu 2 (n6)
5: Paducah, pu Fremont
6: Cairo, drop Fremont and 1 (Rosecrans n5)
7: Paducah, pu 1 (Rosecrans n6, Paducah n1)
8: attack Columbus
47 10/11/2026 5:23:00 PM Summer 1861 Confederate 2 2 Operations #2: 2 / Copperheads
Reduce Union SW by two points, or place two PC markers in Ohio (must be placed in spaces free of Union SPs).

Message from Confederate:
ANV in Richmond, JJ in command (n9)

Albert Sidney is discontented

CSA SW 100+ -2 -3 = 95-
46 10/11/2026 5:21:00 PM Summer 1861 Union 107 1 Operations #107: 1 / Guerilla Raids Delay Supply
Play as interrupt to cancel the activation of any Union general with a strategy rating of 2 or 3.

Message from Union:
Fort Manassas
24 10/11/2026 3:42:00 PM Spring 1861 Union 119 2 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 Union:
Oooooh that is interesting! And interesting placements too. So I feel a little less bad about my campaign ;)

Well let's end the turn at least. The fewest PCs I think I've ever seen in border states at the end of T1!

23 10/11/2026 3:39:00 PM Spring 1861 Confederate 109 2 Event #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 Confederate:
Can't pass this up

Fort in Nashville
Fort in Sabine City
21 10/11/2026 3:36:00 PM Spring 1861 Union 46 1 Event #46: 1 / Pro Union Secessionist in Tennessee
Union receives two PC markers in any Pro-Union space in Tennessee free of Confederate SPs and forts.

Message from Union:
Fort in Baltimore
20 10/11/2026 3:32:00 PM Spring 1861 Confederate 76 2 Operations #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 Confederate:
Activate Price (n1) in Fayetteville:

1-2) Little Rock, pick up 1 (n2)
3-6) End in Columbus (n2)
19 10/11/2026 3:30:00 PM Spring 1861 Union 56 1 Operations #56: 1 / CSS Hunley
Place the CSS Hunley marker in any friendly port. Provides a +1 DRM to Confederate during next amphibious assault. Remove Hunley once modifier has been used. No more than one Hunley can be in play at a given time.

Message from Union:
The good news for you is I don't have a 3-op I'm able or willing to play... I could start an ops queue, but I'd rather just start building forts

USA fort in Frederick
18 10/11/2026 3:25:00 PM Spring 1861 Confederate 95 2 Operations #95: 2 / Strategy Board
Union player may make a naval move with up to three SPs plus one general.

Message from Confederate:
Tough decision, but Richmond is the priority

Activate JJ and Beau (n2) in Strasburg:

1-5) Richmond and stop (n3)
5 10/11/2026 12:12:00 PM Spring 1861 Union 88 3 Event #88: 3 / Minor Campaign
Conduct up to two 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:
Ok, I'm sorry, I'm sorry...

Move 1:
AoP with 4 from DC (DC n1)
1: Frederick, drop 1 (AoP n3, Frederick n2)
2: HF, pu 2
3: Winchester, attack JJ+1

JJ can try to retreat

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