Richmond, Virginia, April 1861
The Union built by your grandfathers
is no longer what it was. The balance of powers and of regions
is gone. An ever-growing central government dominated by the
North threatens to trample state sovereignty and the South as
a people. Like your grandfathers, it falls to YOU to save your
rights with a bid for independence... But can you weather the
strangling blockade and hold off the might of the North until
it wearies of the fight?
Washington, DC, April 1861
The Union built by your grandfathers
is the only functioning republic in a world dominated by aggressive
imperial monarchies. But now the "city on a hill",
the nation chosen by God to lead mankind into a new age of freedom,
stands divided and vulnerable - and the world is watching. It
falls to YOU to save the Union, and republicanism itself... Can
you conquer and subjugate an area the size of Western Europe
before a war-weary public forces you to make peace?


The Price of Freedom: The American
Civil War, 1861-1865 is Renaud Verlaque's second design (after
the awarThe Price of Freedom: The AThe Price of Freedom: The
American Civil War, 1861-1865 is Renaud Verlaque's second design
(after the award-winning Age of Napoleon) and his first design
published by Compass Games.

The Price of Freedom is a grand-strategic
game allowing two players to recreate one of the seminal conflicts
in American history and a precursor to the total wars that marked
the 20th century.
Using an original card-driven
system, The Price of Freedom provides strong historical flavor
in a simple game that consistently can be played under three
hours. This makes The Price of Freedom an ideal game for today's
gamer's busy lifestyle, for tournaments, and for introducing
new players to the hobby.
The card-driven engine ensures
that no game is ever the same and that there are constantly plenty
of hard choices to make. The game uses a fine-tuned deck of 55
cards that are all playable by both sides. Each card has two
uses that are generally mutually exclusive: either it can be
used by spending its operational value (ranging 1-3) on various
actions or it can be used to implement the event described on
the card. Operations include recruiting corps, creating armies,
reorganizing forces, moving forces, garrisoning /liberating cities
and drawing new cards. Events can affect leader appointments
or dismissals as well as army creations (Commander-in-Chief),
influence battle resolution (Blundering Fool; Seeing the Elephant;
Bickering Generals; etc.), help move troops without spending
operational points (Strategic Transfer), gain operational advantage
(Turning Movement; Interior Lines) or simulate major political,
economic or diplomatic events (Cabinet Pressure, Confederate
Inflation; Draft; Kentucky; etc.). Hand size is dictated by each
side's War Effort level and never exceeds 10 per turn. There
is no restriction on the number of event cards that be played
in any campaign round, making good hand mangement a critical
skill in the game.

As you might expect from a
quick-playing game, counter density is purposefully low and kept
in proprotion with the also limited number of spaces on the point-to-point
map. Each counter represents a "corps" of 20-30,000
men. All corps can be either Fresh or Spent (as a result of march
attrition or combat, which makes them less effective at moving
and fighting again). In order to move or fight with two or more
corps, players need to create armies, assigning leaders via card
play. Naturally, all the major historical army leaders--from
Pemberton or Butler to Lee or Grant--are present in the game
and a card-based mechanic ensures that they are used
historically. While the Union force pool is deeper than that
of the
Confederates, the number of corps available to each side at any
given time is also a function of its War Effort Level, making
the latter a critical driver of the game.
"All we ask is to be
left alone; that those who never held power over us shall not
now attempt our subjugation by arms." - Jefferson Davis
. . .

"It is rather for us
to be here dedicated to the great task remaining before us...
that this nation, under God, shall have a new birth of freedom--and
that government of the people, by the people, for the people,
shall not perish from the earth." - Abraham Lincoln
The Union player can win by
driving down the Confederate War Effort level low enough or by
vastly outnumbering Confederate troops. The Confederate player
can win in similar fashion or by hanging long and well enough
to cause Lincoln to lose the 1864 elections at the end of Turn
7 or to prevent the Union player from achieving the historical
outcome by the end of Turn 8.

Richmond, Virginia, April 1861
The Union built by your grandfathers
is no longer what it was. The balance of powers and of regions
is gone. An ever-growing central government dominated by the
North threatens to trample state sovereignty and the South as
a people. Like your grandfathers, it falls to YOU to save your
rights with a bid for independence... But can you weather the
strangling blockade and hold off the might of the North until
it wearies of the fight?

Washington, DC, April 1861
The Union built by your grandfathers
is the only functioning republic in a world dominated by aggressive
imperial monarchies. But now the "city on a hill",
the nation chosen by God to lead mankind into a new age of freedom,
stands divided and vulnerable - and the world is watching. It
falls to YOU to save the Union, and republicanism itself... Can
you conquer and subjugate an area the size of Western
Europe before a war-weary public forces
you to make peace?
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Components
* 1 cardstock map 25 x
19 inch
* 132 counters
* 1 deck of 55 playing cards
* 2 player aid cards
* 1 rules booklet in colour
* 2 six-sided dice |
Retail Price: 58,91 € |
Max. Discount Price: 44,18 € (P500) |
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Preis inkl. MwSt, zzgl. Porto in Abhängigkeit von Bestellmenge und Versandadresse. (This sentence must be here for reasons of german bureaucracy.)
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