For the People
Game Design: Mark Herman
(c)1998, The Avalon Hill Game Company


ADC2 Set by Patrick Hirtle (pyhirtle@try-net.or.jp)

The following notes are intended to help you get the most out of this gameset. It is assumed that you are familiar with ADC2 and its mechanics. NOTE: YOU MUST HAVE VERSION 2.06 IN ORDER FOR THIS SET TO RUN PROPERLY.

1. The Map

I've made the map as close to the original as possible. However, there are limitations inherent in creating a map from a square grid. There is some unavoidable distortion in the location of spaces on the map in relation to each other, particularly in congested areas. However, the road, rail, and river lines connect the spaces as in the original; and in most cases the distortion is minor. In game terms, the map is accurate in portraying where units can go and how they get there.

There is no game turn track on the map - the information on that track appears at the bottom of the screen during play, as the game-turn name. The Generals appearing in a given turn can be found in the force pools, identified by Player and Game Turn (ex: 'Union Turn 2', etc.) 

As a reminder of Rule 12.8, when you place the cursor over a space that is part of the Mississippi River, the note "Mississippi River" will appear in the hex info box at the lower right of the screen. 

The Army Strength Tracks are on the left of the map, like the original. The names of the spaces, such as 'Army of the Potomac Commander', do not appear on the map, but will appear in the hex info box when you put the cursor over the space (like the Mississippi spaces, above).

To the right of the map I have placed three boxes - the card discard pile, and counter boxes for both players that hold all the units/markers you will need to play. This is more convenient than using force pools to hold the pieces.

I think that's it for the map.





2. The Counters

I've made the counters as close to the original game as possible, with the exception of the Generals. I couldn't scan their faces onto the counters as anything more than a blurry smudge. So I've used a flag symbol instead. Sorry.

Generals are flip-defined to show their known/unknown status; strength markers are flip-defined from 1 to 6, then back to 1. PC markers are USA on one side, CSA on the other, per the original game. I did not flip-define CSA ironclads, destroyed resource markers, national capitals, or elite units. These counters have information on their flip-side (usually a DRM) that I've defined as part of the piece information. As for the capitals, if they're not in Washington or Richmond, they've been displaced!

3. The .OPS files

There are 4 .OPS files in this set - For the People (the 1861 and Campaign Scenarios), 1862, 1863 and 1864. Units have been placed in their starting positions, and the appropriate cards have been removed from the deck. IMPORTANT NOTE: I created the 1861/Campaign file first, then saved it; then I moved/removed/added pieces for the 1862 file, saved that, then moved/removed/added pieces for the 1863 file, and so on. I'm mentioning this because there's lots of room for error here, particularly in forgetting to remove lone SP's from the map, etc. I've been as careful as I could be, but it wouldn't be a bad idea to carefully check the set-up before you begin playing, in case I screwed up.

4. Card Play

I've shuffled the deck for separately for each .OPS file. The CSA player should begin each game by going to the Card menu, selecting Deck, and dealing the appropriate number of cards to each player; then the CSA player should check to see if he/she has a campaign card that he/she wants to play. If not, the CSA player should send the .OPS file to the USA player to begin play.

Cards are identified by their title only when in your hand; thus you will need the actual game cards in front of you to play. I'm working on a card manifest that will list all the game information for each card - if you'd like a copy, please drop me a line. When you play a card, place it face-up on the discard pile. The cards show the original illustration, the OC value, and the card title.

5. Known/Unknown Generals

Generals who begin a scenario on the map do so on their revealed side. When you wish to add a new general, per rule 10.6, you should first add a comment saying which space you will place the General in, then go to the force pool and use the random selection option to choose a General to place in that space. 

IMPORTANT: I used the hidden unit capability of ADC to prevent players from seeing their opponent's unrevealed Generals. When you place an unrevealed General on the map, your opponent will see only the flip-side, per the original game. When you flip a General to his revealed side, you must click on the space containing the general, flip him, and then double-click on the General to enter the 'Edit Piece' menu. In the lower right of that screen is a box reading 'This Piece is Hidden.' Toggle that button until it reads, 'This Unit is NOT Hidden', then click 'OK' to return to the game. You must also do this every time you place a cavalry General on the map (cavalry Generals do not have a flip-side).

If for any reason you need to add pieces to the game other than the ones I've included in the unit holding boxes on the map, you must change their status from hidden to non-hidden, or your opponent will not see them!


I think that's all I need to tell you. I hope you enjoy playing For the People using this set.

If you discover any errors or omissions of any kind (I'm just a bit worried that I may have forgotten a road or a rail-line - I've checked several times, but there's lots of them on the map!), please let me know so I can fix it. Also, if you have any questions, problems or comments, please feel free to contact me - I will get back to you very quickly.

Enjoy!
