The American Civil War
1861 – 1865
Two factions and eighteen territories make this the sharpest game in the set — no diplomacy, no third party to balance against, just a front line and who can concentrate force at the right point. It is also the fastest way to learn the combat maths, because nothing else is happening to distract you.
The era at a glance
- Period
- 1861 – 1865
- Factions
- 2
- Board
- American Civil War (1861–1865) — 18 territories
- Regions
- 6
- Players
- 2–8, any mix of people and AI
- Price
- Free. No download, no account required.
Who you can play
Each faction has its own passive strengths and one ability that changes how it fights. They are asymmetric on purpose — the same board plays differently depending on who you take.
- Union Army
-
Industrial north — +1 production unit per owned territory; rifle_doctrine applies universally.
Railroads, factories, and a widening war aim let the Union grind toward victory through capacity as much as battlefield brilliance.
Ability: Total War: once per game, add 6 reinforcements to your draft pool in a single turn.
- Confederate Army
-
Fighting on interior lines — +1 reinforcement per turn, and the first attack against them each turn costs the attacker a unit.
Fighting on familiar ground, the Confederacy leans on interior lines, local commitment, and punishing defensive battles.
Ability: Interior Lines: the first attack against you each turn costs the attacker 1 extra unit.
Regions and what they pay
- Union — Northeast & Lakes
- 3 territories · +4 per turn
- Union — Midwest
- 3 territories · +6 per turn
- Border States
- 3 territories · +7 per turn
- Confederacy — Atlantic
- 3 territories · +4 per turn
- Confederacy — Gulf & River
- 3 territories · +4 per turn
- Confederacy — Trans-Mississippi
- 3 territories · +5 per turn
Play this era
Start a game and pick the era in the lobby, or let a full campaign carry you through the whole arc — a single game can begin with legions and end in orbit. Guest play needs no account.