Victory is awarded to the Player who has amassed the greater number of Victory Points at the end of the game. Victory Points are awarded, as play progresses, for the elimination of Enemy Combat Strength Points, and at the end of the game for the exiting of units from the map at specific exit hexes. See the Victory Point Schedule (21.1) for the specific Victory Point Awards.
These Victory Points are awarded for a variety of actions as detailed on the Victory Point Schedule (21.1). At the end of the game, the number of Points is totaled for each Player, and the Player with the higher number of Points wins. (Players may wish to retain Enemy units eliminated, and Friendly units exited, if applicable, to double-check their computations at the end of the game.)
1) Each Player is awarded 1 Victory Point for every Enemy Combat Point eliminated (see 21.22).
2) The Confederate Player is awarded 10 Extra Victory Points for eliminating the Union Supply Wagon.
1) The Union Player is awarded 1 Victory Point for each Union unit exited from hex 1528.
2) The Union Player is awarded 1 Victory Point for each Union Combat Strength Point exited from hex 0117 if the Union Train unit has exited the map from hex 1528 and a Union line of communications exists from hex 0117 to hex 1528 inclusive.
3) The Union Player is awarded 5 Extra Victory Points if he exits the Union Train unit from hex 1528.
4) The Confederate Player is awarded 2 Victory Points for each Confederate Combat Strength Point exited from hex 1528 if the Union Train unit has exited the map from hex 1528 and a Confederate line of communications exists from hex 0117 to hex 1528 inclusive.
5) The Confederate Player is awarded 1 Victory Point for each Confederate Combat Strength Point exited from hex 1528 if the Union Train unit was eliminated or never entered the mapboard during the entire game.
6) The Confederate Player is awarded 20 Victory Points if the Union Train unit did not enter the mapboard at any time during the game.
A line of communications is defined as a continuous row of hexes from 0117 to hex 1528 inclusive completely along roads or trails that are connected at junctions of the roads or trails. This path of hexes must be free of Enemy units at the end of the game. Note that it can pass through Enemy Zones of Control so long as it is not physically blocked.
If the Union Train unit was not brought onto the mapboard, any Union unit, excluding Reinforcements that never were brought onto the mapboard, which cannot trace a path ten hexes, at most, to a road or trail which in turn exits the map at hex 1528 or 2426 by the end of the game, is considered destroyed for purposes of Victory Conditions. Again, this path may pass through Enemy controlled hexes, but not Enemy Units.
Copyright © Decision Games