Thanks you to the amazing backers who made a five star edition of Bobby Lee possible. If you missed the Kickstarter period, visit: www.columbiagames.com/bobbylee
Stretch Goal #1 - $25,000 - unlocked
The unlocked stretch goal of $25,000 allows us to include extra blocks players can use to deploy entrenchments in their battle positions. Using them will be a trade-off: improved defense in exchange for restricted battlefield mobility.
Stretch Goal #2 - $28,000 - unlocked
Leader blocks. If we make this goal we will include historic leaders for each of the various Army Headquarters in the game. That is, blocks for Lee, Jackson, McClellan, Hooker, Meade, Grant, among others. They are not really extra blocks, but substitute blocks that replace headquarter blocks as appropriate. Their use will be OPTIONAL. They will enter play somewhat randomly so that players cannot manipulate the sequence.
This game brings to life the most dramatic event in American history, the American Civil War. The game focuses on the one hundred miles between the two rival capitals of Washington and Richmond. For four years, the Confederate Army of Northern Virginia, commanded by the incomparable Robert E. Lee (known as Bobby Lee to his soldiers) defended these few bloody miles against superior Union strength in men and supply.
The eastern theater saw the campaigns and battles of First Bull Run, Shenandoah Valley, Peninsula, Second Bull Run, Antietam, Fredericksburg, Chancellorsville, Gettysburg, Wilderness, Petersburg, and Appomattox. You can re-stage all of these campaigns, or devise your own “war-winning” strategies.
Players maneuver their armies on a map of Virginia, and parts of Maryland, Pennsylvania, and West Virginia. When enemy armies clash in the same location, a battle is fought. Battles are resolved on tactical boards where clever tactical maneuvers allow skilled players to defeat larger armies.
Bobby Lee is designed to be played again and again. This game will give you and your friends dozens of hours of entertainment, and real insight into the American Civil War.
PLAYERS: Two, Ages 12+
Play Time: 2-4 hours
• NEW GAMEBOARD: Full color, deluxe mapboard that is larger (25” x 33”) than the original. The portions of the map shown below compare the new size to the original. Over-crowding is significantly reduced. The deluxe map is only available in the Kickstarter edition.
• NEW BLOCKS: Blue & gray hardwood blocks, with metallic foil labels. The number of blocks have been reduced from earlier editions to lessen overcrowding, and the former NATO symbols have been replaced with crossed muskets, sabres, and gun barrels. Below you can see, left to right, a USA Headquarters and Cavalry, and CSA Infantry and Artillery.
• NEW RULES: 2 color copies of the 3rd Edition rules. These rules are a blend of 1st and 2nd edition rules, plus changes to reduce overcrowding and speed up play. The game now plays TWICE as fast as the original. One year scenarios can be played in 1-2 hours. The entire war (1861-65) can be played in 2-4 hours.
• NEW BATTLE MAPS: Two larger, thicker tactical maps. Battles fought on these maps are similar to those found in Napoléon, but reflect American Civil War tactics.
• NEW DICE: Four quality "Dixie Dice", blue and gray.
The game is divided into four Years, 1861-64, but can extend into 1865 or later. Each year is divided into four Quarters, Spring, Summer, Autumn, and Winter. Each Quarter consists of a varying number of alternate Player Turns, followed by a simultaneous Replacement Turn.
1.1 PLAYER INITIATIVE Players “bid” to determine who has the Initiative (first Turn) in a Quarter. Each player sets a die on the mapboard, hidden by his hand, showing the number of Headquarters (HQs) he will activate on the first Player Turn. The higher bid wins the initiative and that player must activate the exact number of HQs bid (no more and no less). The CSA obtains the initiative in case of tie bids. If both players bid “zero” (a “6” on the die), two Pass turns have been bid and the Quarter ends immediately. Important: The losing bidder is not required to follow his losing bid.
1.2 PLAYER TURN Each Player Turn starts by activating one or more HQs. These units command the movement of any units within Command Range, generally 1 hex for the USA and 2 hexes for the CSA. Each time an HQ is activated it loses one (1) step which limits how much action is possible in any Quarter before an army must rest and rebuild. PASS TURN: You can also “Pass” a Player Turn by activating no HQs. No movement or combat is possible, but the supply status of your units must still be checked and attrition taken (if any). You can Pass one turn, and still play a normal Player Turn later. However, two consecutive Pass turns (one by each player) ends the current Quarter.
1.21 Movement Phase Units within Command Range of an active HQ can move 1 to 3 hexes, depending on their Speed, terrain entered, and the current Season. Active HQs are then reduced one step, returned to upright mode, and moved according to their own speed. Forced marches (if any) are now resolved. All movement must be completed before starting the Battle Phase.
1.22 Battle Phase Battles result when the Active player (“Attacker”) moves units into enemy occupied hexes. The Defender deploys his units on a Battle Board into three (3) Positions and an optional Reserve. After the Attacker does the same, the battle is fought to a conclusion with a series of alternating Battle Turns, Attacker first. each turn having five segments: • Retreat any/all units to adjacent hexes if desired. • Morale check for all depleted, engaged units. • Fire each unit that did not move in any desired sequence. • Move units in any desired sequence. • Reinforce from adjacent hexes. Small engagements may evolve into large battles that last for several days. Each day is separated by a Night turn that enables players to retreat more easily, or reinforce and re-deploy for another day of battle. Several battles in different hexes often occur at the same time. These are fought, simultaneously, in any sequence chosen by the Active Player.
1.23 Supply Phase Units cannot be kept up to strength without maintaining supply lines based on railways and ports. Small groups of units can survive without a supply line by Foraging, but large concentrations require a supply line or suffer losses for “overstacking”. After all battles are resolved, the supply status of all friendly-occupied hexes is checked. All unsupplied friendly units that exceed Forage Limits are immediately reduced by one step.
1.3 VICTORY CHECK After the alternate Player Turns end with two consecutive "passes", determine if either player has gained a Decisive Victory. Victory Points (4.0) are awarded for capturing enemy-held towns, the passage of time, and other considerations.
1.4 REPLACEMENT TURN Given no victory, players now receive Replacement Points (RPs) and expend them to add steps to units in play and/or to build new cadres (11.0). Each new Quarter then begins with an initiative bid to determine 1st Player.
Over the years Bobby Lee has been played by thousands and reviewed often. Here are some websites with reviews and discussions.
Bobby Lee is listed in the Boardgamegeek.com database.
Columbia Games is participating the Kicking it Forward program that helps more creators get funded. We're fond of Kickstarter here; we have funded other projects already and plan to support other worthy projects when we hear about them.
Learn more at: http://kickingitforward.org
Risks and challenges
Columbia Games has produced games for more than 40 years. We have always produced quality games and given great customer service, two reasons why we have outlasted many “giants” of the business. Earlier this year we funded our game Napoléon on Kickstarter, and shipped the promised rewards within three months. We will do even better with Bobby Lee.
Need a guarantee? We offer a 30 day full refund on any Kickstarter reward that does not meet with your expectations. That means you can play the game Bobby Lee and if you do not enjoy it, send it back for a $75 dollar refund.Learn about accountability on Kickstarter
- (35 days)