Roads to Gettysburg is a board wargame for two players, one of whom controls the Confederate Army of Northern Virginia, while the other controls the Union Army of the Potomac. The
hex grid map, scaled at per hex, is made up of 22" x 32" two panels designed in the style of topographical maps of the American Civil War period.
Gameplay The gameplay sequence is: • Leader Transfer Phase: Leader tokens can be transferred from one subordinate unit to another. Leaders cannot move on their own, and can only move with the units they command. • Action Cycle (divided into two Action Segments) • Initiation Segment: Unlike many wargames that use a fixed system of alternating turns, in this game the players roll a die at during this segment to determine who will move first. (In the case of a tie, the Confederate player wins.) • Action Segment: The player with the initiative can undertake an action of their own choosing, usually activating a token or formation to move it, possibly engaging in combat. Once this is resolved, play then returns to the Initiation Segment (Step 2.1) and the players again dice for initiative, the winner then moving to the Action Segment. This Action Cycle continues until either both players pass on the opportunity to take action, or both players have run out of leaders or units to activate. When that happens, play moves on to the next phase. • Recovery Phase: Units have the opportunity to recover from fatigue, demoralization, and disorganization, and can also dig trenches.
This is the end of one turn, representing one day of the campaign. Play returns to the top of the gameplay sequence.
Advanced rules Advanced rules include • Special random events that occur at various times such as the arrival of Union reinforcements, an opportunity to repair destroyed railway stations, construction of a Union depot, and Union ammunition resupply. • Using a random events table (rolled by the Confederate player) to determine events such as torrential rains (movement slows, rivers become impassable); command problems resulting in initiative penalties; the appearance of
Jeb Stuart's cavalry; the arrival of a Southern munitions train; the early end of the campaign game at the end of Turn 14.
Scenarios The game comes with several scenarios of varying length: • "First Day of Gettysburg": Lead elements of both sides accidentally meet at Gettysburg, precipitating the first day of battle. This is a short scenario designed to teach the rules. • ""Where's Stuart?": Designed as a solitaire scenario, the main Confederate army tries to find and re-integrate with Jeb Stuart's cavalry. • "Meade Moves North": The shorter of the two campaign scenarios, this one uses the historical setup of forces in Maryland and Pennsylvania on 30 June 1863 in order to simulate the events that led to the Battle of Gettysburg. • "Confederate High Tide": This hypothetical "what-if?" scenario played on a single map (that does not include the town of Gettysburg) asks what would have happened if Lee had decided to move against the Pennsylvania capital of Harrisburg instead of meeting Meade at Gettysburg. • "The Battle That Never Happened": Following the Battle of Gettysburg, Lee fell back to the Potomac River, flooded and impassable, and awaited the Union
hammer blow that he expected would fall. However, historically, Meade failed to follow Lee, and the Confederate army successfully retreated to Virginia, prolonging the war for another two years. This "what-if?" scenario, starting on 5 July 1863, asks what would have happened if Meade had immediately followed Lee. • "The Campaign": This long scenario covers Lee's entire campaign from the incursion into Pennsylvania on 3 June 1863. ==Publication history==