Mark Herman - Feb 19, 2006 7:55 pm (#14422 Total: 14469) Currently designing ACW and additional We The People style games. FTP Card Reprint (very long post) As you may or may not know we are going to reprint FTP. The current status is the counters are reprinted and in the warehouse (now contains all c3i markers and optional cavalry units). I have gone through all of my notes and the material that various people have supplied to me. Thanks to all, especially Taylor, for helping me out. The reprint cards with one exception are the same as the first GMT edition, but incorporate some additional words to hopefully take questions out of the system. The one exception is all Union cards that increase the Amphibious Assault modifier are now +2 (like the Eads card). This is based on watching several hundred games since the game was republished by GMT and no one using these cards, except the Eads card. The change is consistent so if you do not want to buy new cards, it is easy to remember. In addition there are 20 new cards that for tournament play are optional, but they will look like the original cards in case down the line they get incorporated into mainstream play. I think they are very exciting and add new dimensions to the game. I have added the entire text of the new cards, so you can see what is coming. I am sure that some folks would like to see additional words added or what not on the reprint cards. Post them or email me, but the changes that I have listed are already based on thousands of posts, so I will need some convincing before I add more text. Lastly, I am just a designer, so asking me about buying options for those who had the first edition will not be fruitful. My advice is to contact GMT if you have customer service related questions or post on in their topic area. GMT FTP Reprint Original Cards 1: Empty Haversacks: Add; …In addition conduct Forage if force has no LOC. 2: Copperheads: OK 3: Forward To Richmond: Change; Union may activate any Union army within 4 spaces of Richmond, VA. The must enter Richmond or move as close to Richmond as possible… 4: Costly Mistake: Change; Pick an enemy army with two or more subordinate generals (includes Cavalry Generals) and randomly determine… 5: Dysentery: OK 6: Ambush: OK 7: Mud March: Change; Interrupt enemy force currently moving to no more than one space of movement (converting a space counts as a space of movement). Applies to only one move… 8: 3 Cigars: Change; Play this card to make an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept. 9: Clara Barton: Change; Place in any space (friendly controlled or not) that already contains a Union SP and has a LOC,… 10: Dorothea Dix: Place in the Union Capital or any space (friendly controlled or not) that contains a Union army with a LOC. 11: Nathaniel Lyon: OK 12: Cabinet Intrigue: OK 13: Missouri Guerrilla Raids: OK 14: Red River Campaign: OK 15: Mosby’s Raiders: OK 16: Grierson’s Raid: Change; Union may place two Union PC markers in any spaces within four spaces (includes river connections) of a single Union cavalry brigade. The four space range cannot be traced through Northeast Alabama. The spaces may not contain Confederate SPs or Forts, but may contain an Ironclad or Torpedoes. 17: CSA Purchasing Agents: Change; Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost. 18: Confederate Inflation: OK 19: Belmont: Change; Either player may move up to two infantry SPs from the same space… 20: Union Arms Production Delayed: OK 21: Confederate Overseas Agent: Change: Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost. 22: Josiah Gorgas: Change; …No more than one SP per Confederate controlled state. No SPs… 23: Bermuda Blockade Surge: Change (Mark, note that this card is for two not three SPs in case you are cutting and pasting text); Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost. 24: Pre-War Treachery: Change; The Confederate player may place up to two forts in any friendly controlled space with a LOC free of Union SPs and forts. 25: Confederate Railroad Degradation: OK 26: Cotton is King: Change (Mark, note that this card is for two not three SPs in case you are cutting and pasting text); … Confederate immediately receives two SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost. 27: Choctaw Indians: OK 28: Franz Sigel: Change; Union immediately receives one SP in the St Louis, MO space if no Confederate SPs or fort are present whether it is controlled by either side or neutral; or Confederate plays… 29: Crittenden Compromise: Change; Union places (or flips in Border States) two PC markers in any spaces… 30: Glory Hallelujah: OK 31: Contraband of War: OK 32: Dixie Land: OK 33: Orphan Brigade: OK 34: Elite Units: OK 35: Elite Units: OK 36: Elite Units: OK 37: Confederate Scientist: Change; …No more than one SP per Confederate controlled state. No SPs… 38: George W. Rains: OK 39: Draft Riots in New York: OK 40: Emergency Call for Volunteers: Change; Union receives five SPs, no more than two SPs in any space. Placement spaces must be friendly controlled, have a LOC, and be free of Confederate SPs or forts. 41: Tenessee Confederate: OK 42: Kentucky Anarchy: Add; Removal of a PC marker makes a space neutral. 43: Kansas: OK 44: Western Virginia: OK 45: Food Shortage: OK 46: Pro Union Secessionist in Tennessee: OK 47: CSA Recognizes KY, MO, MD, and DE: Change: Confederate places a total of two SPs in any single space in either KY, MO, MD, or DE that contains a general or army in these states. The space can be controlled by either side or neutral and does not require a LOC. 48: Brazil Recognizes the Confederacy: OK 49: CSS Alabama: OK 50: CSS Sumter: OK 51: Confederate Torpedoes: OK 52: Trent Affair: OK 53: CSS Arkansas: OK 54: CSS Virginia: OK 55: CSS Tennessee: OK 56: CSS Hunley: OK 57: Admiral Foote: Add; …Add +2 to Running the Guns die roll. 58: Admiral Porter: Add; …Add +2 to Running the Guns die roll. 59: Farragut: Change; Union may make a naval move with up to 3 SPs plus one general. Move may pass one ungarrisoned fort without “running the guns” to conduct an amphibious assault (may not pass an ironclad). Ignore first torpedo encountered during naval move. If the port space is captured it immediately receives a Union PC marker. 60: USS Monitor: OK 61: Ship Island/Key West: OK 62: Financial Crisis: OK 63: Beaufort/Port Royal Captured: OK 64: USS Kearsage: OK 65: Union 90 Day Enlistments Expire: OK 66: Wilson’s Creek: Either player may move up to two infantry SPs from the same space… 67: Riverine Ironclads: OK 68: Lincoln Declares Southern Blockade: OK 69: The Naval Program: Change: …or increase the Amphibious Assault modifier by two. 70: Ironclad Building Program: Change; The Union Amphibious Assault modifier is increased by two. 71: The Anaconda Plan: Change; …or increase the Amphibious Assault modifier by two. 72: Monitor Fleet: The Union Amphibious Assault modifier is increased by two. 73: Ball’s Bluff: The Union removes one SP (Confederate chooses) within two spaces (including river connections) of a Confederate SP. A Union SP can be removed from a Coastal fort. 74: Political Crisis: OK 75: Western Concentration Block: Change; …OR Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space… 76: Great Sioux Uprising: OK 77: Stop The War: OK 78: Personal Advisor: OK 79: Indian Allies: Change; Confederate immediately receives one SP in any friendly space in Arkansas… 80: Southern Religious Revival: Confederate immediately receives three SPs in a single space and loses 3 SW points. SPs must be placed in a friendly controlled space (including Pro-Union spaces) with a LOC free of Union SPs. 81: Emancipation Proclamation: OK 82: Foreign Intervention: OK 83: Major Campaign: OK 84: Major Campaign: OK 85: Minor Campaign: OK 86: Minor Campaign: OK 87: Minor Campaign: OK 88: Minor Campaign: OK 89: Quaker Guns: OK 90: Habeas Corpus: OK 91: Letters of Marque: OK 92: Balitmore Revolts: OK 93: Strategy Board: OK 94: Strategy Board: OK 95: Strategy Board: OK 96: Strategy Board: OK 97: Davis Tours the South: OK 98: Cape Hatteras Operations: OK 99: Minor Campaign: OK 100: Shiloh: Change; Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space… 101: Chickamauga: Change; Confederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space… 102: First Manassas: Change; …OR play this card as an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept. 103: Seven Days/Chattanooga: Change; …OR play this card as an automatic one or two space interception. Intervening space must be friendly controlled and free of enemy SPs. The intervening space may be the one just exited by the moving enemy force. No Generals or SPs may be picked up or dropped off during intercept. 104: Big Bethel: Change; Either player may move up to two infantry SPs from the same space… 105: Detached Cavalry: Change; Played prior to a battle against an army possessing one or more cavalry brigades. The ONLY effects are the Army’s Commanding General’s battle rating (offense or defense) is immediately reduced by 2 and no Cavalry general’s battle ratings may be used in the battle. The effects are ended at the conclusion of the battle. No cavalry general is available for casualty determination. OR: place one Union PC marker in any space within four spaces (includes river connections) of a single Union cavalry brigade. The four space range cannot be traced through Northeast Alabama. The space may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes. 106: British Clydeside Shipyards: Change; Confederate immediately receives three SPs in any open Blockade Runner Port, no more than one SP per port, but more than one SP per Blockade Zone is permitted. If insufficient ports are available, the excess SPs are lost. 107: Guerrilla Raids Delay Supply: OK 108: Richmond Bread Riots: OK 109: Fortified Lines: Change; The Confederate player may place up to two forts in any friendly controlled space with a LOC free of Union SPs and forts. 110: Gettysburg Address: OK New Cards 111: 2OC (Union event) Wilson’s Raid: Union may place two Union PC markers in any spaces within four spaces (includes river connections) of a single Union cavalry brigade. The four space range CAN be traced through Northeast Alabama. These PC Markers (in contravention of rule 11.3D), CAN be placed in blockade runner ports/ and or resource spaces devoid of Confederate SPs or forts (but may contain an Ironclad or Torpedoes), resulting in their immediate destruction. Remove from deck if event is played. 112: 2OC (Confederate event) Severe Storms at Sea: Interrupt card, cancel a Naval movement initiated by a 3OC. This card cannot cancel a Naval movement initiated by an Event card (including a naval movement initiated by a campaign card event). Remove from deck if event is played. 113: 2OC (Union event) Washington Defenses: The Union player may place 3 forts in a friendly controlled space, unoccupied by Confederate SPs, on or within two spaces of the Union Capital (any location) or 2 forts in any friendly controlled spaces unoccupied by Confederate SPs. Remove from deck if event is played. 114: 3OC (Union event) Frederick Douglas: Union immediately receives five SPs for raising freemen Negro troops. The SPs can be placed in any Union controlled space (all SPs placed in the same space) with a LOC in NJ, DE, PA or the space that contains the Union capital that does not contain Confederate SPs or forts. Remove from deck if event is played. 115: 2OC (Confederate event) Galviston: The Confederate player may move 1 SP from a blockade runner port (open or closed) to its associated ungarrisoned Union controlled coastal fort (no Union SP present) and immediately place a Confederate PC marker (does not require a LOC) in the Coastal fort space. Remove from deck if event is played. 116: 2OC (Confederate event) Confederate River Flotilla: Interrupt card, roll the die, if the result is greater than the Union Amphibious Assault modifier, cancel a naval movement initiated by a 3 OC from a riverine port. If the die roll is equal to or less than the Union Amphibious Assault modifier then no effect. This card cannot cancel a Naval movement initiated by an Event card (including a naval movement initiated by a campaign card event). Remove from deck if event is played. 117: 3OC (Confederate event) Clandestine Blockade Runner Port: If Florida is Confederate controlled and the St. Marks, Florida space is Confederate controlled it is treated for the remainder of the game as a blockade runner port. In addition if St. Marks is ‘open’ when it becomes a blockade runner port, the Confederate immediately receives two SPs and a fort (at the Confederate player’s discretion if one is available) in the St. Marks, Florida space. Remove from deck if event is played. 118: 3OC (Confederate event ) Mexican Supply Line: Confederate player receives 2 SP in any friendly controlled Texas space (both SPs placed in the same space). The space does not need a LOC. The space may not contain Union SPs or forts. If no eligible space exists the SPs are lost. 119: 3OC (Union and Confederate event) War in the West: Valverde/Glorietta Pass: Randomly remove one strategy card from your opponents hand which is discarded. Remove from deck if event is played. 120: 1OC (Union or Confederate event) Horace Greeley Editorial: If played by the Union increase Union SW by 1. If played by the Confederate decrease Union SW by 1. 121: 1OC (Union or Confederate event) Great Locomotive Chase: If played by the Union place one Union PC in any space within four rail connected spaces of at least one Union infantry SP. The space may not contain a Confederate SP or Fort, but may contain an Ironclad or Torpedoes. If played by the Confederate increase the Confederate SW by 1 for foiling the plot. Remove from deck if event is played. 122: 3OC (Union event) Cabinet Overrules General Lee: If two or more Confederate armies are in Virginia, the Confederate player places (Confederate choice) one army (placed, not moved) in a Confederate controlled Resource space (destroyed or not), Riverine port, or Blockade Runner port (open or closed) in Tennessee, Alabama, Mississippi, Arkansas, Louisiana, or Texas. Remove from deck if event is played. 123: 1OC (Union or Confederate event) Quantrill’s Raiders: If played by the Confederate player place or flip 2 PC makers in a Missouri space (except St. Louis), which does not contain Union SPs or forts. If played by the Union player increase Union SW by 1 for increased resolve due to atrocities. Remove from deck if event is played. 124: 2OC (Union event) Confederate Desertion: Can be played as an Interrupt card to cancel the activation of any Confederate force, OR during a Union player’s turn to cause a Confederate force to immediately execute an attrition procedure plus conduct Forage if force has no LOC. Remove from deck if event is played. 125: 1OC (Union event) Confederate Locomotive Shortage: The Union player may randomly remove one strategy card from the Confederate hand which is discarded. Remove from deck if event is played. 126: 1OC (Union event) Valley Devastation: If Union infantry SPs are in one or more Shenandoah Valley spaces the Union player places a destroyed Resource marker in all Shenandoah Valley spaces that do not contain at least one Confederate SP or fort. These destroyed Resource markers cannot be removed and prevent the Confederate player from using the Shenandoah valley as a supply source for the remainder of the game. Remove from deck if event is played. 127: 2OC (Union event) Brooklyn Navy Yard Conversions: The Union blockade level is increased by one. Remove from deck if event is played. 128: 3OC (Confederate event) Union Naval Supply Shortage: The Union blockade level is decreased by one. Remove from deck if event is played. 129: 2OC (Confederate event) USS Cairo Hits Mine and Sinks: Reduce Union Amphibious Assault modifier by 1. Remove from deck if event is played. 130: 3OC (Union) Union Siege Guns: Union plays card at beginning of a battle (or Amphibious Assault) that has a Confederate fort present and cancels Confederate fort die roll modifier in the battle. Remove from deck if event is played. Draw a strategy card. Have fun, Mark