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By: Stan Wawrzyniak
These rules provide the basics for a Multi-Player game of Bobby
Lee or Sam Grant. It is best if three copies of each game are used, but it is
also possible to play with one copy and two photocopied maps of the gameboard
area (from an atlas). You need one referee and up to eight players (sixteen if
you play Sam Grant and Bobby Lee). We did say this was a multi-player game.
The referee is God. In the event of a dispute the rules will be
consulted. Each side may briefly state their reasoning or arguments for interpretation.
The referee will then decide. His decrees are final.
Setup
1. Select a scenario
2. Choose sides (North or South).
3. Each side votes to select a Theater Commander. The other players
function as Army Commanders.
Theater Commanders
A Theater Commander is in control of the entire theater. He is
responsible for the survival of the nation, recruitment of new forces (RPs and
Drafting) and controls the supreme HQ. The Theater Commander also makes political
decisions and commands the Forrest unit (if Sam Grant is being used). Only the
Theater Commander knows the exact VP situation (given to him by the Referee) and
he cannot give-out this precise information to his Army Commanders. The Theater
Commander chooses the Army Commanders by assigning each player control of one
HQ and some units. Start with the Historical deployment and it is relatively easy
to see which units should be under which HQ. If there are not enough players,
some may have to command more than one HQ, preferably HQs that are near to each
other.
The Theater Commander is not allowed to look at the main game
board. He can only look at his own map. He may mark locations and strengths on
this map, and communicate "broad strategy objectives" to his Army Commanders.
Army Commanders
Army Commanders command their own HQs and those units which have
been assigned to them. They are responsible for manuvering their units, both on
the map and on the battle board.
They also are responsible for reporting to the Theater Commander
on the condition of their army and the enemy before them.
The Army Commanders must lobby for replacements and strategic
moves which are allocated by the Theater Commander.
The Army Commanders may select a new Theater Commander by unanimous
vote. The new Theater Commander may re-assign the Army Commanders!
Communications
Players cannot talk with each other except when their HQs are
in the same hex or during the Replacement turn. The Replacement turn meeting should
be limited to ten minutes.
Each Campaign Turn, Army Commanders can send one written message
to the Theater Commander (regardless of location) and one message to another Army
Commander whose HQ is within three of hexes.
The Theater Commander can send a written message to each Army
Commander each Campaign turn.
Message Interceptions
All written messages are given to the Referee who then passes
them to the intended recipient. Written messages may fall into enemy hands. The
referee rolls 1d6 per message (secretly) and on a roll of "1" passes the message
to the nearest enemy Army Commander.
Options
Play with one copy of the game for each pair of matching HQs.
That is, one copy for the ANV and AOP players, one for the AV and AS players,
and one for the ANC and AJ players. Players only get to see their own units and
those of their matching opponent. The ultimate game is to play with one copy of
the game per player, each operating totally blind, but aware of all units in adjacent
hexes. This requires a skilled referee to work.
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