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Sample bases going into the rules.

 I have started to add diagrams to rules and below are some examples of the style being used. Artillery and Crew In the rules crews are separate as they can be chased off from the guns Mounted Cavalry Cavalry are represented and have special rules such as "Cavalry Raiders" Dismounted Cavalry Cavalry can dismount and remount in the rules Generals The army commander and next level down Corps or Division commanders are represented in the game and are a key element in the mechanics of the rules. Infantry with and without skirmishers deployed Infantry can deploy a skirmish line forward and in the rules these are represent as a marker which will give access to addition effects and capabilities. Dismounted cavalry can also deploy a skirmish line as well. Sharpshooters Sharpshooters are represented in the game and can used to chip away at the enemy and are very flexible in terrain etc.

Introduction

The Muskets and Springfields rules cover land battles in the American Civil War (1861 to 1865) and are designed to provide an operational level game where the player is placed in the role of the army commander, leading multiple Corps or Divisions. The player will need to form a proper battle plan to achieve in game objectives. Also, included is an element of randomised narrative which will provide unexpected twists to the flow of a game. As a real field commander, the player, will have to make numerous decisions often with incomplete information or intelligence. The rules, after initial setup, use a system of continuous interactive play with a loose turn system. The current phasing player is decided by the card drawn from a deck of playing cards; however, the non-phasing player will still be able to interdict aspects of play. The rules are suitable for a wide range of scales. The rules use a ground scale of 1 inch to 100 yards. On the common table size of 6ft x 4ft represents a bat