Class 601: American Civil War Gaming Club Rules

The rules for the American Civil War Game Club are found on the home page of our ACWGC website.  Once on the homepage you will find many important links to club sites but for the link to the club rules scroll down until you see ACWGC CLUB RULES and click on it to bring up the entire list of rules and regulations for the club.
The Club Rules Table of Contents are listed below.  The most important section is section 5.0 which lists the club rules on game play.  This is in addition to, and supersedes, the rules from the game company.  Also posted below these rules are important that you should become familiar with them since they must be followed in any club sanctioned game.
Section 1.0  Philosophy
Section 2.0  Membership
Section 3.0  Organization
Section 4.0  Officer Battle Dossier (OBD) Points and Rank
Section 5.0  Gaming
Section 6.0  Medals and Awards
Section 7.0  Club Web Sites
Section 8.0  Abbreviations
Section 9.0  Revisions to the Rules

Section 5.0  Gaming

5.1  Battlefield Conduct.  The following rules should be followed in all club sanctioned games, unless there is prior agreement of all those engaged negating them.

5.1.1  Wagons will not be used to cut off enemy retreat.

5.1.2  Lone officers (that is, any number of officers not stacked with at least one cavalry, infantry, or artillery unit) will not be used in front of your lines as scouts to determine the position of enemy forces.  Positioning any officers on high ground behind your lines to better view the battlefield, however, is perfectly acceptable.

5.1.3  Lone officers (that is, any number of officers not stacked with at least one cavalry, infantry, or artillery unit) will never be used to cut off an enemy retreat.  (Sometimes it may seem your opponent has done this, but there may be an unseen enemy unit exerting a ZOC on the hex.)

5.1.4  Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory. Removal from the map of individual units, routed behind enemy lines by the game engine, is allowed.  (This rule is waived in the case of campaign scenarios.)

5.1.5  Routed units will not be moved in such a manner as to cut off an enemy retreat deliberately by the player.  Units moved by the computer are exempt from this restriction.

5.1.6  If conducive to a routed unit’s survival, the unit should be moved towards their own lines (except when such a move would violate item 5.1.5 above).

5.1.7  All club members will treat each other with courtesy.

5.1.8  Club games should be responded to in a timely manner.  (“Timely manner” to be determined mutually by the players involved.)  If for some reason this cannot be done it is the duty of the player who cannot do it to inform his opponent of his inability.  If this is not acceptable to the opponent then the player should either concede the game at the current level of victory or find a level of victory mutually agreeable to his opponent.  In the absence of an agreement take a 2-step reduction in the level of victory currently enjoyed.  (An early resignation – in writing – by one side is always scored as a Major Victory for the opposing side and a Major Defeat for the resigning side.)  If one player leaves the Club, becomes inactive, or simply stops responding for weeks at a time, the remaining player may treat the game as a Major Victory.  It is normal protocol to first check with the superior officers of the opponent before declaring this type of victory.

5.2  Violations  In the absence of prior agreement, should an officer believe his opponent has violated any of the sections of this code he should first address his concerns with his opponent.

5.2.1  If this fails to bring satisfaction, the offended officer should discreetly bring the apparent violation to the attention of his own AC (chain of command is to be bypassed in this instance), who will open negotiations with the AC of the offending officer.

5.2.2  Should the offending officer be found in violation of the code, an appropriate discipline will be determined by the two AC’s.  At NO TIME will either the charge, the inquiry, or the results be made public knowledge.

5.3  Mirror Matches

5.3.1  Definition  A mirror match is a game that is played twice, with the two opponents switching sides for the second game.  The two games of a mirror match may be played at the same time.

5.3.2  OBD Points.  Points will be awarded for both games of a mirror match.  If the match is between officers of different military groups, full points will be awarded.  If officers from the same military group are on opposite sides the games of the match will be considered maneuvers and the points awarded divided by 2.  (Exception:  Tournaments approved by the CoA’s of both military groups may use mirror matches that count as regular battles even though, during certain matches of that tournament, two officers of the same side may end up facing each other.)

5.4  House Rules.  Many officers prefer specific ‘house rules’ when they play.  All house rules are optional and must be agreed to ahead of time by both players.  The Club does not require that any optional rules (either house rules or those provided within the games) be used.

If you have any questions you can ask your VMI Instructor or any of the staff here at VMI.

This completes your review of Class 601: ACWGC Rules. You may now either continue on with Class 701: ACWGC Automatic system or return to the Classroom Directory.