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will take. The turn is divided up into segments; in the first segment, all units that the players planned to move are moved forward one hex. If enemy units end up adjacent to one another, units are flipped face-up to reveal their strength and combat is resolved. (If one of the counters is a dummy, then it is removed from the board.) In the next segment, any units that are not now engaged in combat are moved to their next hex, and combat is resolved. This continues, segment by segment, until all units have been moved as far as the players had planned. The players then plan their movement for the second turn.
206:, Mark Saha commented that the game was "a fine collection for beginners, and certainly the best introduction to the SiMove system." He also complimented the five-player variant by Albert Nofi, calling it "a challenge to the most experienced of gamers, who will appreciate the simplistic game mechanics as this allows them more time to denounce their partners, pull out their hair, and retire to another room for a few moments of silent weeping." But he warned that the simultaneous movement system. which had been designed to be "as specific and unambiguous as possible", was "actually rather tedious."
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published an official variant rule that required five players: One player controlled
Confederate forces, while four players divided up command of the Union forces. The Union "generals" could only communicate with each other by written notes, and had to plan and execute their units' movements on their
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Shortly after the start of the
American Civil War, a badly-trained and inexperienced Union army attempted to march from Washington D.C. to the Confederate capital of Richmond. They were intercepted beside a stream called Bull Run near the city of Manassas by an equally inexperienced Confederate army.
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uses a hidden and simultaneous movement system in which both players turn all of their units face-down. They also have the option of adding "dummy" units into their forces as a subterfuge. For the first turn, each player then writes down the exact route through each numbered hex that each counter
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At first the Union forces prevailed, but the arrival of
Confederate reinforcements threw the Union soldiers into a panic, and they retreated in disorder back to Washington. Fourteen months later, Union forces were lured into a trap near the same battle site, and again retreated in disorder.
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Unlike the traditional "I Go, You Go" system where one player moves their face up counters and resolves combat, then the other player has the opportunity to do the same,
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is a two-player game in which the
Confederate player tries to recreate the victories of 1861 and 1862 at Bull Run, and the Union player tries to change history.
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One of the early criticisms of the game was that it did not accurately simulate the Union's fractured command structure. In response, SPI designer
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What if the Union army had attacked two days previous, when
Confederate reinforcements were not available?
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and developed by Irad Hardy and John Young. It was published by SPI in 1973 with graphic design by
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Confederate units remain facedown until engaged in combat. Union units remain face-up at all times.
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First Battle of Bull Run (each of the three scenarios is eight turns long):
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317:"The Battles of Bull Run: Manassas – June 1861 and August 1862 (1973)"
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Return to Bull Run: The
Campaign and Battle of Second Manassas
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Second Battle of Bull Run (both scenarios are 24 turns long):
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Saha, Mark (August–September 1975). "Bull Run in
Profile".
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simultaneous movement, hence not for the weak-minded."
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This article is about the game. For the battles, see
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What if there had been an additional Union division?
344:(April–May 1974). "Multiple Commander Bull Run".
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303:The Comprehensive Guide to Board Wargaming
186:The Comprehensive Guide to Board Wargaming
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252:. Norman: University of Oklahoma Press.
225:Donnybrook: The Battle of Bull Run, 1861
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121:The game comes with five scenarios,:
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350:. No. 14. pp. 26 & 32.
305:. London: Sphere Books. p. 137.
18:Battle of Bull Run (disambiguation)
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368:American Civil War board wargames
45:(SPI) in 1972 that contains two
378:Simulations Publications games
99:various charts and player aids
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284:. No. 22. pp. 4–10.
43:Simulations Publications Inc.
383:Wargames introduced in 1972
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248:Hennessy, John J. (1993).
93:map. Each hex is numbered.
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55:Second Battle of Bull Run
49:simulations covering the
51:First Battle of Bull Run
75:The Battles of Bull Run
34:The Battles of Bull Run
227:. New York: Harcourt.
223:Detzer, David (2004).
193:warned of the "hidden
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142:The historical battle
128:The historical battle
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96:200 die-cut counters
165:Redmond A. Simonsen
157:Battles of Bull Run
152:Publication history
110:Battles of Bull Run
85:The game includes:
373:Jim Dunnigan games
47:American Civil War
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321:boardgamegeek.com
234:978-0-15-603143-1
183:In his 1977 book
53:in 1861, and the
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324:. Retrieved
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161:Jim Dunnigan
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172:Albert Nofi
70:Description
362:Categories
210:References
81:Components
61:Background
326:April 16,
179:Reception
117:Scenarios
57:in 1862.
301:(1977).
104:Movement
91:hex grid
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347:Moves
281:Moves
203:Moves
175:own.
328:2022
254:ISBN
229:ISBN
195:and
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290:^
268:^
189:,
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