COMPLEJIDAD
The body of the rules are 21 pages. I'm trying to keep it a very easy and straight-forward game. I would place it easier than The Civil War and probably on par with For The People.
TABLA DE BLOQUEO
The Blockade system is similar to For The People. Players roll one die for each Blockade Zone to see how many Build Points (BPs) arrive through that zone. Each die roll is modified by the open ports in that zone.
Every 10 BPs builds 1 SP. So perfect die rolling brings in 3 SPs (30 BPs). As the years progress and Confederate ports get captured the BPs dry up. If a +2 Infl result is rolled then CSA maintenance cost goes up 2 BPs.
CSA Maintenance starts at 10 and increases by 2 points for each +2 Infl result (Inflation). Maintenance is the number of BPs subtracted from the CSA total BPs before they can build SPs.
http://talk.consimworld.com/WebX?233@@.1ddabee3/25!enclosure=.1ddabf02INDUSTRIA DE GUERRA CONFEDERADA Y MILICIAS
This image shows a couple new concepts in the game.
CSA Munition Factories: Each turn the Confederate War Industry grows by 1 BP (it starts at 100). In which state it appears is determined by a die roll on the Random States Table. So some cities like Atlanta start out small but can grow to a 4 or 5 by the end of the war.
MILITIA: Every state has a 0 SP unit that can be moved for free to any Resource hex in the state. This helps players guard against cavalry raids and small raiding forces.
REFUERZOS
The Union is fixed at 14 SPs per turn.
CSA is dependent on their Build Points (10 BPs = 1 SP). They start with 100 and receive up to 30 through the ports. Down 10 for Maintenance. So at the start of the war they are looking to get 12 SPs per turn if they don't flub their Blockade Runner die rolls and the Union player decides not to capture the easy 3 BPs in West Virginia. So they should really expect 11 SPs at the start of turn 2.
Each Objective Hex (those gray-outlined hexes) in the Neutral States of Missouri and Kentucky also brings in 2 BPs if CSA controlled.
LIDERES
Leaders come and go, promoted and demoted on a fixed schedule. No leader loss checks, no worrying about getting somebody promoted, no sending generals who are a liability to a rest camp. This may be the most controversial element of the design but I want players to concentrate on strategy and maneuver.
LOS ESTADOS DE LA CONFEDERACION
To show that the South was working with a confederation of states, the location of where CSA ironclads, river squadrons, naval batteries and the arsenal (+1 BP/turn) show up at is determined by a dice roll on the Rebel States Table.
The table is designed so the states with the larger populations generally get the item, but it is possible for a Resource Hex in Texas, Arkansas or Florida to start growing a Munitions Industry. In one game I played Shreveport, LA grew to 3 BPs which would have made Kirby Smith proud.
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