

RULES OF PLAY
GAME CREDITS
Compass Games Edition
Design: Vance von Borries
Development: Andy Nunez
Counter art: Bruce Yearian
Map Art: Bruce Yearian
Project Director: John Kranz
Rules Review: Stan Buck, John Burtt, and Jack Polonka
Contributors: Dennis Bishop and Richard Diem
Playtesting: Clair Conzelman and Mike Updike
SECTION ONE: INTRODUCTION
SECTION TWO: NAVAL BATTLE
SECTION ONE: INTRODUCTION
1.0 INTRODUCTION
“Maine blown up in Havana Harbor at nine forty tonight and destroyed. Many wounded and doubtless many killed…” - (Capt. Charles) Sigsbee to “Secnav,” Washington, D.C., (quoted in O’Toole, p.33)
“This means war.” - W.R. Hearst (O’Toole, p.34)
The Spanish-American War, 1898 is a two-player game of the Spanish-American War of 1898. It recreates the strategic naval and land campaign against Spanish forces in Cuba and Puerto Rico. One player controls the American and Cuban units and the other controls the Spanish units. The game is played in game turns, consisting of alternating player turns in which each player first moves his pieces and then resolves any resulting combat. When all the game turns have been completed, the game is over and the winner is determined.
The game is divided into two separate but closely related land and sea systems. A campaign game combines both of these into one strategic game. The introductory scenarios should be played before attempting the full Campaign Game. Some specially marked land and sea rules apply only to the Campaign Game. Ignore them when playing introductory scenarios. The Campaign Game uses all the rules. By using separate land and sea commanders, the Campaign Game could be played by up to four players.
The rules are numbered and presented in sets of major sections, each section divided into multiple major and secondary cases. A rules case may cross-reference another rules case by using (parentheses); so for example you will see, “8.1.1 …that it can trace a Supply Route [8.3.1] to a friendly…,” meaning Case 8.1.1 is related to Case 8.3.1. The rules of this game have been arranged both to ease comprehension on the first reading and to ease referencing later.
You will find a few rules marked “Optional.” Each requires mutual agreement before game play starts.
To familiarize yourself with this game, first, look at the playing pieces, then give the rules a quick read-through. Try the naval scenarios [5.0] first while following the Expanded Sequence of Play (at the rear of this Rules Book) where the general course of play is described. As questions arise refer back to the rules in this Rules Book; rules memorization is not required. After a few minutes of play, you will find yourself becoming familiar with the game mechanics.
copyright ©2024, Compass Games, LLC
If any parts are damaged or missing please contact:
Compass Games, LLC
PO Box 278
Cromwell, CT 06416
Phone: (860) 301-0477
E-mail: support@compassgames.com
Online game support is available. Visit us on the web: https://www.compassgames.com
You can also use the URL or QR code to reach Compass Games online: https://linktr.ee/compassgames

We also recommend you visit the official game discussion topic on Consimworld to share your play experiences with others.You can find the The Spanish-American War, 1898 game topic by visiting: http://talk.consimworld.com
Then navigate to Era: Gunpowder, Post Napoleonic, The Spanish-American War, 1898. You can also find us on BoardGameGeek.
2.0 GAME PARTS INVENTORY
2.1 Game Maps
There are five separate maps: one strategic map used in the Campaign Game and four tactical maps (two per 22”x34” map sheet) used for land battles. The Introductory naval game does not use a map. It uses only the Naval Battle Board (found on the lower portion of the Strategic map).
2.1.1 The strategic map represents the area of the Caribbean Sea and Atlantic Ocean sailed by naval units in the historical campaign. It is divided into irregular spaces, each individually named.
2.1.2 The four tactical maps each represent one of the four main Spanish Caribbean ports (Havana, Cienfuegos, Santiago, and San Juan) and the surrounding countryside where a land campaign would be fought for control of that port. In the case of San Juan, the whole island of Puerto Rico is represented.
2.1.3 The tactical maps have a hexagonal grid overlay (hereafter called “hexes”) to facilitate movement and the positioning of the playing pieces. A game piece occupies only one hex at a time. Each hex has a four-digit identification number, used for game reference purposes. Tactical map scales are not the same from map to map.
The Spanish-American War
2.2 Playing Pieces
There are three types of playing pieces.
Combat units: These are the land military units that fought in the historical campaign. They have a printed movement allowance and combat values that are explained in the Land Rules.
Naval units: These are the ships and groups of ships that fought in the historical campaign. Each has a silhouette and printed values related to its type that are explained in the Naval Battle Rules.
Player Aid Markers: All remaining pieces are player aid markers used to assist gameplay. There should be enough of each type provided in the game but make more if you feel the need.

2.3 Charts and Tables
Various visual aids are provided to simplify and display certain game functions. Some of these have been printed on the maps while others are on Player Aid Cards. Place these to the side of the map for easy reference. The use of each chart or table is explained in the appropriate rules section. Some charts are used to record the status of various units.
Before playing the naval scenarios or the Campaign Game, the players may want to make copies of these charts.
2.4 Dice
The game requires just one six-sided die (1d6). To perform many game functions, you will roll the die to obtain a result. Sometimes you will modify the die roll result by plus (+) or minus (-) amounts. These are called Die Roll Modifiers (DRMs).
2.5 Frequently Used Abbreviations
SECTION TWO: NAVAL BATTLE RULES
3.0 NAVAL UNITS
3.1 How to Read Naval Units

Heavy Gunnery Strength is the relative strength of the heavy guns carried by the ship. This rating can be used at long, medium, or short range.
Light Gunnery Strength is the relative strength of the light guns carried by the ship. This rating can be used at short and medium ranges.
Hull Rating is a defensive modifier used in naval combat. Ships with a hull rating of 0 are not listed on the Naval Status Cards as they are sunk when they take their first damage point (see 4.3.6).
Tactical Speed is the relative movement speed of the ship while on the Naval Battle Board.
Strategic Movement Allowance is the relative movement ability of the ship on the strategic map (for Campaign Game).
Torpedo Strength is the maximum number of torpedoes carried by the ship.
Transport Capacity is the number of stacking points of land units the ship can carry [for Campaign Game] (in place of torpedo strength).
3.2 Ship Class (in class order)
3.2.1 Capital
B battleship
CA armored cruiser
M monitor
3.2.2 Cruiser
C cruiser
AC auxiliary cruiser
3.2.3 Escort
GB gunboat
D destroyer
3.2.4 Special
TB torpedo boat
Col collier
MS merchant ship
4.0 NAVAL COMBAT
General Rule
In all scenarios in this section, the ships start in a tactical naval combat situation. In the Campaign Game, tactical battles occur only when enemy ships are found by means of naval Search procedure [20.0]. The Naval Battle Board is used for all tactical naval combat. Place opposing squadrons in parallel lines. Naval combat consists of rounds of simultaneous gunfire by both players and continues indefinitely until either Disengagement occurs or one side is destroyed. Follow the procedure below for each naval battle.
Step a. Form Battle Line [4.1] (first round only)
Step b. Determine Range [4.2]
Step c. Naval Gunfire [4.3]
Step d. Torpedo Attacks [4.4]
Step e. Disengagement [4.5]
The first round of Naval Combat is complete when both players conduct the above once. Repeat Steps b through e for each subsequent Naval Combat round until Disengagement occurs.
4.1 Form Battle Line
Ships beginning a naval combat are placed on the Naval Battle Board in a horizontal row called a Battle Line.
4.1.1 A player places all of his ships in one Battle Line [or more; see 4.1.2 and 4.1.6] on his side of the Naval Battle
Board. If he has only one ship, he places it in the same position as the first ship in a Battle Line. The Battle Line arrangement of ships stays in effect throughout that entire tactical battle.
Campaign Game: Also place the Naval Battle marker on the strategic map where the naval battle takes place.
4.1.2 Not in the Battle Line
When players first arrange their ships on the Battle Board, some may be kept out of the Battle Line.
• Ships of the Special class [3.2.4] can always be kept out, regardless of the number of friendly ships in the Battle Line (even just one), unless there is no friendly ship of another class present.
• A player with more ships than his opponent can keep as many of his excess out as he desires.
• Units not placed in the Battle Line are instead placed at Sighted range [4.1.6].
4.1.3 During the forming of the Battle Line, the leading ship for either player can be of any class. Thereafter, ships are placed in order of their class [3.2]; Capital, then Cruiser, then Escort, and then any Special ships not kept out of the line. Ships of the same class can be deployed in any order.
Example: Battleships B1, B2, and B3 can deploy as B1/ B2/B3, B2/B1/B3, and so on.
4.1.4 Squadron Speed Differential. The speed of a squadron is the tactical speed of its slowest ship. Your Squadron Speed Differential is calculated by subtracting your opponent’s Squadron Speed from your Squadron Speed, and can be a (+) or (-) number
4.1.5 Ship Placement Procedure
1. The first player places his ships on the Naval Battle Board in a single, horizontal line. He indicates the ship that is his leading ship.
2. The second player places his leading ship directly opposite the first player’s leading ship. The rest of the second player’s Battle Line is placed behind his leading ship, parallel to and, insofar as is possible, one-on-one with the ships in the enemy Battle Line. Place all ships face-up. They remain face-up for the entire combat.
3. Line Adjustment. The player with the faster squadron speed has the option to advance his Battle Line forward by one position to the Line Adjustment Box on the Naval Battle Board.
Example: A Battle Board ship arrangement of five American and three Spanish ships:

Since the Spanish squadron has greater squadron speed, S 1 could start diagonally ahead of US 1 in the Faster Speed Box, S 2 would be opposite US 1 and S 3 would be opposite US 2.
4.1.6 Battle Divisions. When a squadron exceeds 8 naval units (excluding the Special class), the owner divides his units into two (or more) groups, called “divisions.”
• The owner allocates his ships to either division as he desires, but the first division must contain the majority of ships, up to 8 ships. More than two divisions are possible since each division is limited to 8 ships.
• Place the first division at Long range; place all other divisions at Sighted range. Range can change [4.2].
• If the first division is reduced to fewer than 8 ships at the end of a round, the next division (or ships from it) can decrease range automatically to join it, up to the 8-ship limit at the owner’s option. If gaps in the second line develop as a result, ships from the third line may advance to the second line to fill gaps as well.
4.2 Determine Range
4.2.1 Naval combat has four ranges (from farthest to closest): Sighted range, Long range, Medium range, and Short range. Place the Range marker on the Battle Board in the Range box to show the current range for the naval combat then in progress. At each range, different gunnery types are used [4.3.2].
4.2.2 All naval combat starts at Long range. Starting with the second round, the players can try to change the range [4.2.4]. Range can change only one level at a time.
• If both players wish to change to the same range, the change is automatic.
• If both players want to change to different ranges, the faster squadron tries first. If squadron speeds are equal, the US player tries first.
• If only one player wants to change, he follows Range Change procedure 4.2.4.
Note: If both sides wish to change range and the faster squadron succeeds, the slower squadron still gets to try.
The Spanish-American War
4.2.3 Ships kept out of the Battle Line are always at one range level father out than the friendly Battle Line. As the Battle Line changes range, the out-of-Battle ships automatically change with it and remain one level farther out. When the Battle Line moves to Sighted range, all friendly ships are now at Sighted range.
4.2.4 Range Change Procedure (ignore for First Round)
• Starting with the second round, declare an attempt to change range and whether range will increase or decrease.
• Roll the die and adjust by the squadron speed differential [4.1.4] between the opposing squadrons. Cross-index the result on the Range Change Table to find the current combat range.
Example: Teresa (speed 5) and Flot#4 (2) are facing Oregon (4), Nashville (3), and Princeton (2) at Short range. The Spanish player wants to go to Long range, but he can change just one range level at a time. So, he goes first to Medium range (this round) before long range (next round). The slowest Spanish ship, Flot#4 is compared with the slowest US ship, Princeton. Because both speeds are 2, the squadron speed differential is zero. The Spanish ships achieve Medium range on a die roll of 4, 5, or 6. If the Princeton was not present, the slowest US speed would be the Nashville, the differential would be -1, and the Spanish would succeed on a die roll of 5 or 6.
4.2.5 All ships in a Battle Line are always at the same range.
4.2.6 Ships withheld from a Battle Line cannot conduct naval gunfire or be fired on. They remain there until Disengagement procedure [4.5; see also 4.4] is allowed.
4.3 Naval Gunfire
“You may fire when you are ready.” - Dewey to Gridley, 1 May 1898
Opposing ships conduct rounds of simultaneous gunfire according to their Battle Lines. Ships receive damage and may sink as a result of enemy gunfire.
4.3.1 Naval gunfire consists of one die roll for each gunnery type a ship has (once for heavy and once for light). Each ship fires all her gunnery points against the enemy ship opposite her or one space diagonal. Not all enemy ships need to be engaged. Gunnery points cannot be saved for use in another gunfire round and different types cannot be added together. Each ship fires separately, both heavy and light fire against the same target (even if the enemy ship sank from the first type firing).
Exception: First round, 4.3.4, See 4.4.4, second bullet.
Design Note: All fire is simultaneous. Fire control systems during 1898 were nearly non-existent.
Example: In the 4.1.5 example of initial arrangement, US 1 would fire at S l; US 2 could fire at S1 or S 2; US 3 could fire at S1, S2, or S3, and so on, and US 5 cannot fire because no Spanish ship is opposite or at a diagonal. All Spanish ships could fire diagonally, such as: S 1 fires at US 1, or Spanish ships could fire at different combinations of diagonal or directly opposite. Either side could fire more than one ship at a single ship and ignore the rest so long as the target ship is either directly opposite or directly diagonal.
4.3.2 Range determines the firepower type a ship can use against an enemy target, as follows:
Gunnery Range Gunnery Type
Short
Medium
Long
Sighted
Heavy,
Heavy, light
Heavy only
None
Exception: Heavy gunnery strength cannot be used at Short range against ships of Escort or Special class.
4.3.3
Gunfire Procedure
• Announce which ship is firing
• Roll the die once for each gunnery type to obtain a result number
• Adjust the result number by applicable DRMs
• Cross-index the final number result on the Naval Gunnery Table with the gunnery type to obtain the number of damage points inflicted on the target.
4.3.4 In the first gunfire round, ships fire at the enemy ship directly opposite or diagonal if no ship is opposite. Beginning with the second round, ships can fire at a ship one space diagonally to it. Ships fire individually, one at a time, as the owner desires.
Design Note: Historically, ships in a Battle Line could not fire diagonal one box for each damage point a ship has suffered during the round, from the highest number to the lowest. Clear and shaded boxes are all equal damage points but indicate differing effects of damage [4.3.6]. When the “0” box is marked off , the ship is sunk and permanently removed from play.
4.3.5
Ship Damage

Use Damage markers to record damage that accumulates during the gunfire round. Then record total ship damage on
the Naval Unit Status Card at the end of each gunfire round by marking off damage boxes. Mark off one box for each damage point a ship has suffered during the round, from the highest number to the lowest. Clear and shaded boxes are all equal damage points but indicate differing effects of damage [4.3.6]. When the “0” box is marked off, the ship is sunk and permanently removed from play.
Campaign Game: Damage can be repaired [see 18.6].
Example: Oregon fires on Vizcaya at Medium range with 8 heavy gunnery points and 2 light. The US player rolls and obtains a net 10 and 2 respectively (8 heavy gunnery, less 4 hull rating, plus die roll of 4 yields 3 damage points; then 2 light gunnery, less 4 hull rating, plus die roll of 4 yields no damage). This inflicts 3 damage points on Vizcaya. The Spanish player records the damage by placing 3 points of Damage markers next to Vizcaya and then conducts his return gunfire. by marking off boxes 5,4, and 3.

At the conclusion of the gunfire round, the Spanish player removes the Damage markers and records the damage on the Vizcaya line on his Naval Unit Status Card.

4.3.6 Effects of Damage. When only shaded damage boxes remain, apply the following:
• Reduce ship speed by one tactical movement point [Note: This may affect squadron speed].
• Reduce by half (round up) all gunnery points (Heavy or Light).
• When only the “0” box remains, tactical speed is still reduced by one and now reduce heavy gunnery to 0 and
The
light gunnery to 1 point (or zero if it started with no light gunnery).
Campaign Game: Ships with zero printed hull rating [Example: Colliers] are sunk when they take their first damage point. They are not shown on the Naval Unit Status Card.
4.3.7 When friendly ships are sunk, close the gaps in the Battle Line at the end of the round. Close toward the leading ship. If the leading ship is sunk, the second ship moves into the leading ship position. Ships may also advance forward from one line to the next to fill any gaps in the 8-ship limit.
Example: In the example in 4.3.1, the sinking of S 1 would cause S 2 to move to S 1’s former position and S 3 to S 2’s former position.
4.3.8 Ships not in the Battle Line cannot be fired at as long as a single friendly ship remains in the Battle Line between them and the enemy Battle Line. If the entire friendly Line is sunk, the ships behind the Line immediately form a new Battle Line at their current range [which is one range level greater than the former Battle Line].
Note: The new Line will have a chance to disengage during Disengagement [Step e; 4.5] of the current round if it is at Sighted range.
4.4 Torpedo Attacks
Torpedo attacks are the last step in a naval combat round. Only ships with torpedo strength can conduct torpedo attacks.
4.4.1 A ship conducts a torpedo attack only at Short range. It can attack only an enemy ship that is directly opposite. Diagonal torpedo attacks are not allowed.
4.4.2 Resolve Torpedo attacks using the Torpedo column on the Naval Gunnery Table. The attacking player rolls the die and adjusts the result by applicable DRMs. Each torpedo point is a separate attack. A player can attack with all, some, or none of his available torpedo points.
4.4.3 A torpedo strength point can only be used once in a naval battle. Check the torpedo boxes on the Naval Unit Status Cards as torpedoes are used. If sunk, un-launched torpedoes are lost.
Campaign Game: Torpedoes are reloaded during the friendly Loading Phase in a friendly port. A ship can simultaneously load torpedoes, coal, and land units.
4.4.4 Torpedo Boat (TB) units. The following applies only to TB naval units.
• During the Determine Range Step [Step b] of the Naval Gunfire round, either player can add one TB to the Battle Line from his kept-out-of-Battle group if the
The Spanish-American War
Battle Line is at Short range. It can be added at any location, either to occupy a position on the Battle Line, or be stacked with a ship.
•Enemy ships can conduct separate gunfire against the TB (such as light strength against the TB while heavy strength fires against the other ship type stacked with the TB). When stacked, enemy naval gunfire against the TB has no effect on the ship stacked with it.
•After enemy naval gunfire a surviving TB unit makes its torpedo attack against the enemy ship directly opposite [Step e].
•After the torpedo attack is complete, place the TB either at the end of the Battle Line or back with ships kept-out of-Battle.
4.5 Disengagement
Disengagement procedure allows the entire squadron to leave the battle as a group. Only when at Sighted Range can ships disengage during the Disengagement step of the gunfire round. The procedure is the same as Range Change procedure [4.2.4]. If it succeeds, remove all ships that are at Sighted range.
4.5.1 Disengagement can occur when the owning player has all of his ships at Sighted range. All naval units at Sighted range disengage together, none remain or disengage separately. Campaign Game: They may need a Squadron marker to leave [18.3]. Ships still in the Battle Line and at a different range remain at that range on the Battle Board.
4.5.2 Disengagement Procedure:
•The owning player declares disengagement.
•Calculate the squadron speed differential and resolve the Range Table for the disengaging group.
4.5.3 A ship with a zero tactical speed cannot change its position on the Battle Line and therefore cannot disengage.
Note: This means the US might engage zero speed ships at one range and the remainder at another. When this occurs, keep a record of current ship ranges.
5.0 NAVAL SCENARIOS
•All naval scenarios take place during only the Naval Combat Phase.
• All scenarios use the Naval Battle Board, Range Table, Gunnery Table, the Naval Unit Status Cards, and the players’ respective naval set-up displays.
•No ship begins a naval scenario with damage.
•Each player places his units on the Naval Battle Board.
•Repeat naval combat rounds until one player achieves his victory conditions.
•If neither player achieves his victory conditions, the
result is a draw.
•The “First player” places all of his naval units first on the Naval Battle Board.
IMPORTANT: The Spanish C. Colon unit does not have heavy gunnery strength. Use the heavy strength only with rule 19.6.2.
5.1 Scenario 1: Manila Bay
“Don’t cheer; those men are dying.”-Dewey, 1 May 1898
Historically on 1 May 1898, the US Navy’s Asiatic Squadron, commanded by Commodore George Dewey, attacked the Spanish anchorage in Manila Bay and sank, destroyed, or captured all major elements of the Spanish Asiatic Fleet.
The Spanish expected Dewey’s squadron to arrive in or near Manila Bay but could not know when, and yet made few preparations. These Spanish ships were in such bad condition that little could have been done to save them. They opened fire first and at their longest range but were outclassed and out-gunned. “In three passes in two hours Dewey’s ships had reduced the Spanish to flaming wrecks and, after two more passes, the Spanish were finished.”
It is worth noting that Charles V. Gridley, captain of the USS Olympia, was not in good health during the battle. He died from dysentery and liver cancer on 5 June 1898 before he could return home.
5.1.1 Special Rules
•The Spanish player is the first player.
•Place the Spanish Velasco at Sighted range. It is not in the Battle Line until US ships reduce the range; then place it at the end of the Battle Line.
•Players conduct only seven gunfire rounds [US ammunition shortage]. Use a Control marker on the Turn Record Track to keep count on the gunfire rounds completed.
• SpanishshipscannotconductLineAdjustment[4.1.5] orDisengagement [4.5].
5.1.2 Victory Conditions
•The US player wins if he sinks any six Spanish ships.
•The Spanish player wins if he sinks any three US ships, regardless of his own losses.
Campaign Game: Do not count the VPs scored or lost for ships destroyed in this scenario if using optional rule 19.7.
5.2 Scenario 2: Battle of Santiago
On the morning of 3 July 1898, the US fleet completely destroyed the Spanish Cape Verde Squadron then sailing
out of Santiago harbor and run for a safer port.
5.2.1 Special Rules
• The US player is the first player.
Design Note: Historically, the US blockade ships sat out at long range during the day. During the night they closed in and played their searchlights on the port Channel exit.
5.2.2 Victory Conditions
• The US player wins by sinking all the Spanish ships.
• The Spanish player wins if one or more of the CA type ships successfully disengage or if the US disengages.
5.3 Scenario 3: The Florida Straits
On 15 February 1898 the Spanish minister of the Navy, Adm. Sigismundo Bermejo, proposed that in event of war Spain should combine all available major fleet elements then in Spanish home waters along with elements of the Cuba Squadron and move to blockade the southern US coast by barricading the Florida Straits and the Yucatan Channel. He believed this would strike a major blow to the US economy. He also expected to be challenged by much of the US fleet somewhere off Key West. While his plan had some merit, its execution would be pure fantasy. To complete Bermejo’s pipedream we assume all Spanish ships are in good condition and they would meet a US fleet on roughly equal terms outside of Havana on about 24 May 1898 at about mid-day in calm seas.
5.3.1 The Spanish player is the first player.
5.3.2 Victory Conditions
• The US player wins if he sinks at least four Spanish ships.
• The Spanish player wins if at least three of his ships successfully disengage, or if the US disengages.
5.4 Scenario 4: Manila Bay II
In late June Spanish Admiral Camera sailed his squadron east from Spain in hopes of reaching the Philippines to confront Dewey at Manila Bay. Perhaps his ships could reverse the disastrous result of May 1st and restore Spanish honor and control over the Philippines. His ships never arrived. When they exited the Suez Canal he received word of the disaster that befell Admiral Cervera’s Cape Verde Squadron at Santiago. To avert a possible threat to the Spanish coast, Spain ordered Camera and his squadron to return home. Had the Spanish arrived at Manila, many variables would have weighed on the battle, but Dewey was not particularly out-classed.
5.4.1 Special Rules. The US player is the first player.
5.4.2 Victory Conditions
• The US player wins if he sinks all Spanish ships.
• The Spanish player wins if he sinks any three US ships.
5.5 Scenario 5: Spanish Raiders
One Spanish plan involved splitting the Reserve Squadron into three smaller groups to raid US commerce. This would follow the then current commerce raider theory of warfare and for which much of the Spanish fleet was designed. The Spanish group here would be the best they could put to sea and would be opposed by most of the US Flying Squadron. It would not have been an even fight.
5.5.1 Special Rules. The Spanish player is the first player.
5.5.2 Victory Conditions
• The US player wins if he sinks all Spanish ships.
• The Spanish player wins if he avoids the US victory conditions.
5.6 Scenario: 6 US Raiders
US Commodore Watson was put under notice to lead a newly reconstituted North Atlantic Squadron to raid the Spanish coast and perhaps lure the Spanish Reserve Squadron into battle. Here, the US has an edge in firepower but the Spanish have torpedoes. Other Spanish ships would have been available but would be too slow to catch the Americans.
5.6.1 Special Rules. The US player is the first player.
5.6.2 Victory Conditions
• The US player wins if he sinks at least 4 Spanish ships.
• The Spanish player wins if he sinks any three US ships. These must include at least one US battleship.
SECTION THREE: LAND RULES
6.0 BASIC CONCEPTS
6.1 How to Read the Land Units
6.1.1 Combat Units. Each land unit contains the following information:

The Spanish-American War

A double box means two like-sized units are combined on one counter. It has no effect on play.
6.1.2 The background color on each land combat unit shows its nationality; this also affects game play.
Nationality Color
US (Americans) light blue
Cuban tan
Spanish gray w/ blue stripes
6.1.3 Explanation of land unit values:
Attack Strength is a combat unit’s strength when attacking.
Defense Strength is a combat unit’s strength when defending.
Movement Allowance (MA) is the maximum number of clear terrain hexes a unit can enter in one Movement Phase using movement procedures.
Stacking Value is the amount of space that a combat unit occupies in a stack of units.
Combat Rating: Each unit is rated “A” (best), to “C” (worst). This is an evaluation of unit effectiveness that affects its performance in combat.
Unit Identification: Each unit has a name or number, or is identified by the unit commander.
6.1.4 Artillery is any combat unit with a range value. These are the same as ground units but with the following additions (or changes)
Example of an Artillery Unit:

Example of a Coastal Artillery Unit:

Support Strength is the strength the unit contributes to a Combat.
Range is the maximum number of hexes an artillery unit
can be from a Defender hex and still provide fire support. When counting range, do not count the artillery unit’s hex, but do count the Defender hex (enemy or friendly).
6.1.5 Land unit size symbols

6.1.6 Land unit type symbols

6.1.7 The unit type boxes are color-coded to show those units that are used in a specific land scenario.

6.2 Terminology
6.2.1 Friendly and Enemy
• Units. If you are the US player, all US and Cuban units are friendly; all Spanish units are the enemy units. The situation is reversed for the Spanish player.
• Turn Segments and Phases. A turn divides into Segments that further divide into Phases. During some phases both players conduct activities; during others, only one player, called the active (or friendly) player, can perform activities. Spanish phases are friendly phases to the Spanish player, and enemy to the US player. US phases are friendly phases to the US player, and enemy to the Spanish player.
• Hexes and Supply Sources. Those last occupied, controlled, or passed through by a US (or Cuban) combat unit are friendly to the US player; those last occupied, controlled, or passed through by a Spanish combat unit are friendly to the Spanish player.
6.2.2 Controlled and Contested Hexes. A hex is controlled by one player if:
• One (or more) of his combat units occupies the hex, or
• One of his combat units projects an uncontested Zone of Control [6.3] into the hex.
6.2.3 If both enemy and friendly units project a Zone of Control into a vacant hex, both zones co-exist and the hex is contested. Neither player controls a contested hex.
6.2.4 Contiguous Hexes. This is an unbroken series of connected adjacent hexes used for movement, range, and Supply Routes.
6.2.5 Control markers are available to show ownership of a hex where this might be questioned. These are strictly for the convenience of the players. They have no other game function.
6.3 Zone of Control
General Rule
All land combat units have a Zone of Control (ZOC). An enemy ZOC affects tracing a friendly Supply Route [8.3], inhibits the movement of friendly units [9.2], and restricts a unit’s retreat after combat [12.3 and 12.4].
6.3.1 The hex a combat unit occupies and the six hexes adjacent to it constitute that unit’s ZOC. A combat unit projects a ZOC at all times. It always controls the hex it occupies, even when an adjacent enemy unit projects its ZOC into it.
Example of a ZOC:

6.3.2 A unit projects its ZOC into, and out of, all hex types and across all hexsides, except those prohibited to its movement [see Terrain Effects Chart; 6.3.5 has exceptions], regardless of the movement cost to enter the adjacent terrain or the presence of an enemy unit in that hex.
6.3.3 There is no additional effect when more than one unit projects a ZOC into a hex. A friendly unit’s ZOC does not affect the movement of other friendly units.
6.3.4 A ZOC is not affected by other units, enemy or friendly, except when tracing a Supply Route [8.3] or when retreating [12.3].
6.3.5 A unit’s ZOC does not project into an adjacent hex that includes jungle, fort, or mountain terrain, or across sea or enemy entrenchment hexsides, but a unit’s ZOC does extend out of fort, entrenchment, mountain, or jungle hexes.
6.3.6 Naval units and player aid markers never have a ZOC.
6.4 Stacking
Stacking refers to placing more than one combat unit in a hex at the same time. The position of a unit within a stack has no effect on play.
6.4.1 Each combat unit has a stacking point value. Game markers have no stacking point value and do not affect stacking. All coast artillery units have a stacking value of zero, but no more than two can occupy a single hex. Coast artillery units cannot move.
6.4.2 A maximum of nine (9) stacking points can occupy a hex at the end of any phase. Units currently moving or retreating can pass through stacks of friendly units without regard to the stacking limit.
6.4.3 If a stack exceeds the stacking limit at the end of any phase, the owning player immediately removes his choice of the excess from play.
6.4.4 Players can freely inspect face-up enemy units in stacks during all game phases. A player aid marker should be placed on top of the combat unit (or group of units) it affects.
Campaign Game: There is no limit to stacking in a holding box or on the strategic map.
6.5
Unit Steps
Steps represent the durability or staying power of combat units. Units lose steps as a result of combat (12.2).

6.5.1 Combat units have either one or two steps of strength. A unit with strengths printed on both its sides has two steps; its front shows the unit at full strength, and its reverse represents the unit at reduced strength. A unit with strengths printed only on its front has only one step.
Note: Some units will have only identification on their reverse side. This is strictly for convenience in organizing units for placement. It does not represent a step of strength.
6.5.2 Untried units have only one step, the side with the combat values. The reverse side shows only its uncertain value mode.
6.6 Halving and Rounding
6.6.1 Attack strength can be halved, defense strength cannot. Halve attack strength when:
• Out of Supply [8.1.4], or
• Conducting Amphibious Landing [13.1.4]
6.6.2 Some units can be subject to halving while others are not. Total the strength of affected units, halve that total,
The Spanish-American War
and drop the fraction. Now add their remaining strength to friendly units that are not halved.
6.6.3 Because fractions are dropped, a unit’s attack strength may be reduced to zero. If it is reduced to zero, its participation in attacking is cancelled, even if it is with units that can attack. If attacking alone, cancel that combat.
6.7 Untried Units

6.7.1 Spanish coast artillery units [13.2.1] and Cuban units [14.1] have both Tried and Untried modes. The back side of the unit is its Untried mode where the unit strength values are not yet known. The front side is the Tried mode and shows its actual unit strength values.
6.7.2 Placement. Unless otherwise stated by scenario instructions, draw Untried units randomly, one at a time, from an opaque cup. Then place it in its Untried mode (question mark side up) with the actual strength unknown to either player.
6.7.3 Neither player can inspect the Tried side. Its values remain hidden from the view of both players until it is engaged in combat. All other units are placed with their current strengths showing at all times.
6.7.4 Turn an Untried unit face-up when it participates in combat or is in naval Bombardment [21.1].
6.7.5 Once turned face-up, an Untried unit remains face-up for the remainder of the game.
7.0 STARTING THE LAND GAME
7.1 Setting Up the Game
7.1.1 Choose which land scenario to play, and then locate the required game components.
7.1.2 Set up and align the map, scenario set up displays, and any needed player aid cards.
7.1.3 Arrange Scenario Units. Players place all their land units and markers on their unit representations on the setup displays for the chosen scenario. Units begin the game at the strength level shown on the displays; no units start at a reduced strength level. Not all units are used in every scenario.
7.1.4 Unit and Markers Placement Procedure
• Place the Turn marker in the Turn 1 box on the Land Turn Record Track
• Now place units on the locations designated by the scenario set up displays.
• All Cuban units and coast artillery start play as Untried.
• The Spanish places his coast artillery on the tactical maps. No more than two can be placed on any one position or fort. The Spanish player can examine these.
7.1.5 Some units are left on the set up displays until their indicated turn of arrival. That turn is the first turn they can be used or moved onto the map.
7.2 Turn Outline
General Rule
The Spanish-American War, 1898 land scenarios are played in successive Turns, each composed of the segments and phases outlined below. The player whose phase is currently in progress is called the active player. Use the Land Turn marker on the Land Turn Record Track to indicate the current land turn. Each land turn is played simultaneously on all tactical maps. Examine the Campaign Expanded Sequence of Play for a more detailed listing of the events within each phase.
7.2.1
Sequence of Play
Skip segments A and B for land scenarios [16.0]. Use them only in the Campaign Game.
C. LAND OPERATIONS SEGMENT
One Land turn consists of the following:
1. Supply Status Phase (both players)
2. US Land Reinforcement Phase
3. US Amphibious Landing Phase
4. US Movement Phase
5. US Combat Phase
6. Spanish Land Reinforcement Phase
7. Spanish Movement Phase
8. Spanish Combat Phase
9. Reorganization Phase (both players)
10. Victory Conditions Phase (both players)
7.2.2 Continue with a second land turn for both sides (US then Spanish) and then a third, and so on, until either:
• One player has achieved his victory conditions as determined during the Victory Conditions Phase that turn, or
• Until the last Land turn allowed in the scenario. At that point evaluate player performance according to the scenario victory conditions to determine the winner.
7.3 Spanish Reinforcements
The Spanish units available as tactical map reinforcements were historically deployed as garrisons in nearby areas of Cuba. Once the US invades, these units might enter play.
7.3.1 Variable Arrival. Each reinforcement group arrives upon a successful die roll that lies in the range of numbers shown beside the group on the Spanish set up display. During the Reinforcement Phase each turn roll once separately for each group until it is received.
7.3.2 Once received, the entry onto the map of certain units of a group, or the whole group, can be delayed as desired by the Spanish player. Hold the units off the map until the desired entry turn. Another die roll is not made.
7.3.3 Spanish reinforcements map entry:
• Place them at the designated map edge.
• They count the map edge hex as the first hex entered, paying its MP cost.
• They can enter using road [9.3.3] or railroad [9.5] movement (if it leads off the map edge).
• They cannot enter at a hex occupied by an enemy unit.
• They cannot fight their way onto the map, but they can enter a vacant map edge hex in an enemy ZOC when entering through the map edge.
7.4 US Reinforcements
The US player receives new units in all scenarios in addition to units available At Start. These have arrived by ship from the US.
7.4.1 All US reinforcements arrive automatically during the US Land Reinforcements Phase. The US player holds these off the map [at sea] until he desires to bring them onto the map.
7.4.2 US units that are held off the map can either:
• Conduct Amphibious Landing [13.1] if a Base marker is available, or
• Enter the map at a Base marker as Amphibious Reinforcements [13.3].
7.4.3 A maximum of nine stacking points per land turn can enter at a hex with a Base marker.
7.4.4 All US units entering the map are subject to gunfire from coast artillery within range [13.2].
8.0 LAND UNIT SUPPLY
General Rule
Supply status affects a land unit’s combat abilities. A unit avoids penalties by being supplied by tracing a Supply Route consisting of a Supply Line, usually to a Supply Road, that leads to a Supply Source. Determine supply status separately for each Land turn. Historically, US troops went ashore in Cuba with a 3-day food supply.
8.1 Supply Status
A unit is ether Supplied or Out of Supply (OoS).
8.1.1 A unit is Supplied if it can trace a Supply Route [8.3.1] through a path of contiguous hexes to a friendly Supply Source [8.2] during the Supply Status Phase.
8.1.2 A unit is judged as OoS if it cannot trace a Supply Route during the Land Supply Status Phase. Place an Out of Supply (OoS) marker on it. If the unit already has an OoS marker, the marker remains.
8.1.3 A unit returns to Supplied status during the Land Supply Status Phase of the next turn that it can trace a Supply Route to a friendly Supply Source. Remove the OoS marker from it. If the unit cannot trace a Supply Route, the OoS marker remains.
8.1.4
Out of Supply Effects
• The unit attacks in combat at half strength.
• An OoS artillery unit cannot return to active status.
• Where a defending unit is OoS, the attacker applies a (-1) DRM to the combat die roll.
8.2 Supply Sources
8.2.1 General
• US units trace to a Base marker [8.2.2 and 13.1.6].
• Spanish units trace to a friendly hex containing a Supply Source symbol.
• Cuban units do not need supply.
8.2.2 Base Marker
Limits
One Base marker on a coastal hex provides supply for up to nine stacking points of units [the maximum allowed in one hex], regardless of location.
• One Base marker on a port hex provides supply to all units [no limit] that can trace a Supply Route to it.
• Two Base markers on a coastal hex containing a town provide supply to all units [no limit] that can trace a Supply Route [8.3] to it.
8.2.3 A fort can supply up to three Spanish stacking points on its hex, but not to other hexes. The US player cannot use forts for supply.
8.3 Supply Route
8.3.1 A Supply Route is a path of contiguous hexes unblocked by enemy ZOC. It consists of a Supply Line and can include a Supply Road. The presence of a friendly unit in an enemy ZOC negates that enemy ZOC for purposes of tracing a Supply Route.
8.3.2 A Supply Road is any network of connected road hexes of any length that leads to any friendly Supply Source.
8.3.3 A Supply Line is a path of contiguous hexes not more than four hexes in length.
8.3.4 A Supply Line can be traced through or across all terrain types except:
• It cannot be traced across a prohibited terrain hexside. [Examples: Sea and Lake]
• A mountain, jungle, or swamp hex cannot be included unless tracing along the path of a road, or when tracing from that hex type.
Example: A unit on a jungle hex can trace a Supply Line only if the only jungle hex is the one it occupies.
8.3.5 The Supply Route cannot include hexes that are in an enemy ZOC, unless a friendly combat unit occupies that hex.
8.3.6 Units available for play, but currently held off the map (on a set up display), are Supplied while there and during the turn they enter the map.
8.3.7 Land units are supplied while at sea or conducting Amphibious Landing.
8.3.8 Players can choose to leave units OoS. A unit cannot be eliminated solely through lack of supply.
9.0 LAND MOVEMENT
General Rule
During his Land Movement Phase a player can move as many or few of his units as he desires. They move from hex to adjacent hex in any direction or combination of directions. Movement is affected by weather, supply, terrain, and enemy ZOC.
9.1 How to Move Land Units
9.1.1 Move units one at a time, tracing a path of adjacent hexes through the hex grid. A unit cannot skip over a hex. Each unit spends Movement Points (MPs) from its Movement Allowance (MA) to enter each hex or cross certain hexsides. The Terrain Effects Chart (TEC) lists the MP costs for the various types of terrain. There is no limit to the number of units that can move through a single hex.
9.1.2 Units can move together as a stack. When a stack begins movement, the MA of the stack is that of the unit with the lowest MA in that stack. Stacks cannot pick up or add units while moving. Once a stack has ceased moving, other units can move into its hex (up to the stacking limit). Units dropped off by a stack have completed their movement for that phase. Units in a stack that has not moved can move away from that stack singly, or as smaller stacks.
9.1.3 A unit can only move once in a movement phase. It cannot spend more MPs than its total MA, and cannot enter a hex if it does not have sufficient MPs remaining to pay the MP cost to cross the hexside and enter the hex. Unused MPs cannot accumulate for future turns, or transfer
to another unit. A unit is never forced to move.
Note: There is no “minimum one-hex move.”
9.1.4 A unit can move only during its Movement Phase. No combat takes place during a movement phase. Advances or retreats as a result of combat are not movement and use no MPs.
9.1.5 There is no limit to the number of units that can pass through a single hex. A unit cannot enter a hex containing an enemy unit. Units can freely pass through hexes occupied by friendly units.
9.1.6 Units that have zero MA cannot move, advance, or retreat.
9.2 ZOC Effects on Movement
9.2.1 Once a unit enters an enemy ZOC, it stops movement for the remainder of that movement phase.
9.2.2 There is no MP cost to enter or leave an enemy ZOC. A friendly ZOC does not affect the movement of friendly units and does not nullify enemy ZOC.
9.2.3 Units in an enemy ZOC at the beginning of a friendly Movement Phase can leave that hex, but cannot be moved directly from one hex in an enemy ZOC to another. Exception: Infiltration movement [9.4].
Example of ZOC Effects:

The Spanish unit on hex 2103 cannot move directly to hex 2204 because of the US ZOC from hex 2203. It can get to hex 2204 if it first moves to hex 2104 which is outside of a US ZOC.
9.2.4 Artillery units cannot enter an enemy ZOC unless a friendly unit is present in that hex.
9.2.5 Entrenchments. While ZOCs extend out from entrenchment hexsides, ZOC does not extend into an entrenchment from a unit not on an entrenchment.
9.3 Effects of Terrain
The Terrain Effects Chart identifies all terrain types, and shows the MP costs a unit spends to enter each terrain type. Certain other terrain features are found on the hexside. A unit spends MPs to cross these hexsides in addition to the cost to enter the terrain in the hex itself.
9.3.1 Each hex contains one or more terrain types. Where a single hex contains more than one type, apply the following: If the hex contains more than one type of natural terrain, assume the whole hex consists of the terrain that has the highest MP cost.
Units not moving along a road pay the highest MP cost of the terrain types within the hex.
Example: An infantry unit not moving on a road, would pay 2 MPs to enter a hex containing both clear and hills terrain, since the cost for hills, at 2 MPs, is greater than clear at 1 MP.
9.3.2 A unit cannot enter a hex if it does not have sufficient MPs remaining to pay the cost to cross the hexside and enter the hex.
9.3.3 Road Movement
• Movement along a road is treated as if it is through a clear terrain hex, regardless of the other terrain in the hex.
• A unit starting its Movement Phase on a road hex (or entering the map through a road hexside) receives a bonus of one (1) MP for the first hex it enters, so long as that first hex is along the path of that road. It can move off the road at any point after the first hex.
9.3.4 Other Hexside Terrain
• A unit spends (1) MP to cross a river in addition to the cost to enter the terrain in the hex itself. Units using a road to cross a river hexside do not pay the additional cost.
• A sea or lake hexside blocks movement by land units.
9.3.5 An artillery unit cannot enter a jungle, swamp or mountain hex, unless moving along a road.
9.3.6 City. Treat a city hex as road when entering or leaving along a road or directly to or from another city hex.
9.3.7 Other Terrain. Forts, towns, entrenchments, and batteries have no effect on movement.
9.3.8 A unit cannot enter a hex if it does not have sufficient MPs remaining to pay the cost to cross the hexside and enter the hex.
9.4 Infiltration Movement
An eligible unit that begins its Movement Phase in an
enemy ZOC can spend its entire MA in order to move one hex through an enemy ZOC.
9.4.1 A unit is eligible if:
• It has MA of 4 or more.
• Its MA is sufficient to cover the regular MP cost for the terrain.
Example: In the 9.2.3 example the Spanish unit in hex 2103 can move directly to hex 2204 if it has an MA of at least 4 MPs.
9.4.2 It cannot keep moving that phase after conducting infiltration movement.
9.5 Railroad Movement
Only Spanish units can use railroad movement.
9.5.1 Units that begin their Movement Phase on a railroad hex or that enter the map at a railroad hex at the map edge can use railroad movement.
9.5.2 Units can move any distance while on the railroad. They move along continuous friendly railroad hexes. They cannot enter an enemy ZOC. When they stop they end all movement for the rest of that movement phase.
9.5.3 Capacity. Up to 3 stacking points of units on any one tactical map can conduct railroad movement each turn. Unused capacity cannot be saved for use on a later turn.
9.5.4 A unit can use railroad movement as often as desired. Unsupplied units can use railroad movement.
10.0 ARTILLERY
General Rule
Artillery units participate in combat from either adjacent or non-adjacent hexes. They need not be adjacent to, but must be within range of, the Defender hex [11.1.1] any time they conduct artillery support. Artillery support is voluntary.
10.1 Artillery Support
10.1.1 Each artillery unit has a range. Count range by including the hex being attacked but not the hex occupied by the artillery unit. Supported units must be within range of the artillery unit.
10.1.2 Intervening terrain and units do not block artillery fire. Artillery can conduct support across hexsides that block movement.
10.1.3 An artillery unit is never required to attack or provide support.
10.1.4 Artillery support can only be made in support of a friendly unit adjacent to an enemy unit, attacking or defending. Add the artillery unit’s support strength to the total friendly combat strength before computing the combat
The Spanish-American War
odds.
10.1.5 Artillery units can combine their support strength in a single combat whether attacking or defending.
10.1.6 An artillery unit can support only one combat in each Land turn.
10.1.7 Non-adjacent artillery units are never eliminated or required to retreat as a result of supporting a combat. Artillery cannot advance after combat.
10.2 Adjacent Combat
10.2.1 When in an enemy ZOC, an artillery unit cannot use its support strength in a non-adjacent combat. Instead, it conducts combat (not support) in attacking or defending. Use its support strength as attack strength:
• When in a Defender hex [11.1.1] with another unit type
• When attacking with another unit type
10.2.2 When defending alone in a hex or only with other artillery units, an artillery unit uses only its defense strength.
10.2.3 When an artillery unit is in a Defender hex, or when it attacks an adjacent enemy hex, it is subject to all adverse combat results.
10.2.4 An artillery unit cannot advance after combat.
10.3 Artillery Limits
10.3.1 Whether attacking, defending, or conducting support the total friendly artillery support points in the combat odds calculation [11.5.1] cannot exceed the total friendly nonartillery strength (not adjusting for terrain). Excess points are not counted for this combat and cannot be applied to any other combat.
10.3.2 Coast artillery cannot conduct artillery support or attack in combat. It fires at units conducting Amphibious Landing [13.2.1] or only defends in combat.
10.4 Artillery Status
10.4.1 Field artillery units conducting artillery support or combat are turned to their Fired side upon conclusion of that combat, regardless of the combat result.
10.4.2 Turn an artillery unit back to its active side during the Recovery Phase if it is not marked Out of Supply.
10.4.3 Coast artillery is never turned to Fired [and therefore may fire multiple times during a turn or phase].
11.0 LAND COMBAT
General Rule
Combat occurs between adjacent opposing combat units at the active player’s option during the Combat Phase. The active player is the attacker; the other player is the defender, regardless of the overall strategic situation. Resolve attacks one at a time according to the following procedure.
PROCEDURE
The attacker resolves each combat in any order he desires.
• Turn to Tried mode any Untried units involved in this combat.
• Total the attack strength and support strength of all participating attacking units.
• Total the defense strength and support strength of all defending units.
• Declare lead units.
• Divide the total attacking strength by the total defending strength to arrive at a combat odds ratio, which is rounded (always in favor of the defender) to the nearest ratio listed on the Combat Results Table.
• Roll the die and adjust the die roll number result for any terrain or other bonuses. Cross-index the adjusted number result with the appropriate odds column on the Combat Results Table to obtain a combat result.
• Apply the combat result to the involved units immediately, before going to another combat.
11.1 Combat Declaration
11.1.1 Attacking is voluntary [Exception: Amphibious Landing; 13.0]. During the combat phase, the active player declares each combat he desires in sequence after the previous combat is completed. Once combat is declared, it becomes required. It is a Declared Attack. He designates the enemy occupied hex (called “Defender hex”) his units will attack. Units are not required to attack all the enemy units that are adjacent or that project a ZOC into hexes with attacking units. No unit can attack more than once or be attacked more than once per combat phase.
11.1.2 Conduct combat during the combat phase. Perform each combat, one at a time, in any order the active player desires.
• Only active units can attack.
• No more than one enemy hex can be attacked in any single combat. Other adjacent hexes can be ignored.
• Individual units in a stack can attack different adjacent hexes.
• Unoccupied hexes cannot be attacked.
11.1.3 A Defender hex can be attacked in a single combat by as many units as can be placed in the six adjacent hexes (with possible additional artillery support strength). The defender cannot withhold a unit in a hex under Declared Attack.
11.1.4 Units with attack strength of zero cannot attack. A unit or group of attacking units whose attack strength has been reduced to less than one point because of halving [8.1.4 and 13.1.4] cannot attack.
11.1.5 A unit cannot conduct combat into a hex, or across a hexside, through which the TEC prohibits it from moving.
11.1.6 During Amphibious Landing [13.0] a unit conducts combat from a sea hex [this is across an all-sea hexside].
11.1.7 A combat where initial combat odds are worse than 1-3, cannot be declared
11.2 Attack Requirements
11.2.1 When a unit is declared as attacking, it can attack any single adjacent enemy occupied hex, ignoring the rest.
11.2.2 A unit cannot divide its attack strength among different combats, or lend it to other units.
11.2.3 All units in a Defender hex defend as a combined defense strength. The attacker cannot attack individual units in a stack, and the defender cannot withhold a unit in a stack from the combat. A unit cannot be engaged in combat solely by artillery.
11.2.4 No unit can attack or be attacked more than once per combat phase.
11.2.5 A unit’s combat strength cannot be divided among different combats or lent to other units.
11.2.6 A combat unit can remain in an enemy ZOC without attacking, even if another unit stacked with it attacks that enemy unit.
11.3 Effects of Terrain on Combat
11.3.1 Defending units benefit from the terrain in the hex they occupy and that hex’s perimeter hexsides. The effects of terrain are cumulative. Terrain in hexes occupied by attacking units has no effect on combat.
11.3.2 River. Hexside benefits apply only if all attacking units are attacking across river hexside.
11.3.3 A unit cannot attack across a hexside that it cannot move across.
11.4 Forts and Entrenchments
11.4.1 Only Spanish units benefit from forts and entrenchments. These have no effect on defending US units.
11.4.2 Entrenchments. While entrenchments conform to a hexside, they are drawn to be within a hex to show what units are in the entrenchment.
A US unit’s ZOC does not project across an entrenchment hexside into an entrenchment hex. A US unit’s ZOC does project out of an entrenchment hex across an entrenchment hexside.
•Apply a (+2) DRM when all attacking US units are attacking across entrenchment hexside. The DRM is not applied if the defender is attacked along (or from behind) the entrenchment.
Design Note: While US units did entrench outside of Santiago, it is unlikely the Spanish would have attacked such positions. We do not want to make some situations impossible to overcome. Had the Spanish reoccupied old positions, they already had several years of experience in quickly restoring these to use. Constructed entrenchments are considered to be present on all six hexsides.
• Apply a (+1) DRM if any units are attacking across entrenchment hexside, regardless if some are not.
• No DRM applies if no unit is attacking across entrenchment hexside.
11.4.3 Forts. A fort doubles the defense strength of up to three stacking points defending in that hex [for ease of identification, make these the top units].
• A unit cannot split; the unit is either entirely within the fort, or entirely outside [These forts are small]. US units are always outside.
Campaign Game: The Spanish player can build an entrenchment through play of Campaign Events H or I. Place it on any supplied combat unit during the Recovery Phase. It can be built on any map, including one that the US has not yet invaded. It is complete upon placement. It is destroyed (remove from the map) when a US unit occupies the hex. Forts cannot be built.
11.5 Combat Rating Bonus
11.5.1 The attacker and then the defender declare the combat rating of any friendly unit participating in the combat as the Lead unit. Choose the unit before making the combat die roll. Compare the unit ratings on the Land Combat Bonus Chart. The result is a plus (+) or minus (-) DRM applied to the combat die roll.
11.5.2 The declared unit can be any friendly unit adjacent to the enemy and participating in the combat. The declared unit’s rating is used in place of all other friendly units in the combat, regardless of the overall number of units or the proportion of combat ratings in the force.
11.5.3 Different lead units are chosen for different combats during the game. Note: This decision has several consequences. See 12.2.3 & 12.6.1.
11.5.4 An artillery unit cannot be the Lead unit unless it is the only unit type in the hex.
11.5.5 A unit’s rating can change due to reduction in combat, or due to Yellow Fever [Campaign Game, 17.6]. A unit cannot be reduced to less than a “C” rating.
11.6 Combat Resolution
Combat is resolved by computing combat odds and then obtaining a combat result on the Combat Results Table.
11.6.1 Compute Combat Odds. Divide the total attacking strength by the total defending strength to arrive at a combat odds ratio. Always round off the ratio in favor of the defender, to the nearest odds column listed on the Combat Results Table.
Examples: 8 attack strength points against 2 defense strength points is 4-1 odds; 8 to 3 is 5-2 odds; 8 to 4 is 2-1 odds; 8 to 5 is 3-2 odds.
The attacker cannot voluntarily reduce the odds of any attack.
11.6.2 Final combat odds of:
• Final combat odds greater than 6-1 are treated as 6-1.
• Final combat odds of less than 1-3 results in attacker eliminated.
11.7 Resolving Combat
After the combat odds calculation is complete, the attacker computes the applicable DRMs for the combat, and then resolves the combat.
11.7.1 Determine DRMs for:
• Terrain for both hex and hexside [see TEC]
• Combat Rating Differential [12.4.1]
• Play of US Campaign Event H [22.2]
11.7.2 Netting DRMs. Net all attacker and defender DRMs. Each (+1) DRM off sets a (-1) DRM. The positive or negative DRM total remaining after off setting is the final DRM. Final DRMs are further limited to not greater than +3 or less than -3. Disregard final DRM values beyond these limits.
11.7.3 Roll the die. The attacker rolls the die, and adjusts the die roll by the net DRM. Cross-index the modified die roll result with the applicable odds column on the Combat Results Table. Apply the combat result [12.0] to the involved units before going on to any other combat.
12.0 COMBAT RESULTS
“I’m sorry you’re hurt, but wasn’t it a splendid fight?”
- W.R. Hearst to reporter James Creelman, 1 July 1898 (quoted in O’Toole, p.322)
Combat results include retreats, advances, strength reductions, and elimination of units.
12.1 Reading Combat Results
12.1.1 Interpret the results on the Land Combat Results Table as follows:
A: Results apply to attacking units.
D: Results apply to defending units.
1,2,3: The owner removes one (or two, or three) step(s), as indicated [12.2].
R: All affected units retreat 1 or 2 hexes, as desired by owner [12.3].
1 or R: Owner chooses the result. Retreat is required if the opposing force includes cavalry (except against entrenchments or fort) and no cavalry is with the affected force.
12.2 Combat Losses
A combat unit takes losses in steps.
12.2.1 The owner applies the number of steps indicated from his participating group of units, not from each unit in that group. The process of applying each step loss to a unit varies.
• When a one step unit takes a step loss, remove it from play.
• When a two-step unit takes its first step of loss, turn it over to its reduced strength side. A second step loss then eliminates the unit, remove it from play.
• Any unit required to lose more steps of strength than what it has, is eliminated.
Note: Unlike some games, if not enough steps are present to absorb all losses, the other side still loses the full number of steps required by the combat result.
12.2.2 The following unit types have only one step of combat strength:
• Artillery
• Combat units with strengths on only one side
12.2.3 Lead Unit Losses. The Lead ground unit for both sides takes the first step of any combat loss required by combat results.
12.3 Retreating
“… the defeated Americans drove off the victorious Spanish.” - How the Spanish reported their retreat from Las Guasmas
General Rule
When the combat result requires a unit to retreat, the owning player immediately moves the affected unit away from its combat position. If the unit is unable to retreat within the restrictions below, it is eliminated. Retreating is not movement [9.0] and uses no MPs.
12.3.1 Length of Retreat
• Attacking units retreat one or two hexes, as the owner desires.
• Defending units retreat two hexes away from the Defender hex [One hex must lie between the original
Defender hex and the new position of the original defenders].
• Units defending a city hex can retreat one or two hexes, as the owner desires.
12.3.2 A unit can retreat in any direction or combination of directions. Retreating stacks and its units can retreat into different hexes. A unit can retreat to a position where it is Out of Supply.
12.3.3 A unit can retreat into or through a hex containing friendly units. If a unit has no other option but to end its retreat in violation of the stacking limit, the owning player retreats the excess units another hex until the stacking limit is not exceeded. If no such hex is available, the excess is eliminated.
12.3.4 A unit cannot retreat:
• Across a hexside prohibited to its movement
• Onto or over enemy combat units
• Off a Base marker onto ships
• Into or through a vacant hex in an enemy ZOC [Exception: 12.4]
12.3.5 A unit cannot end its retreat in an enemy ZOC, unless another friendly unit is already in the hex. Friendly units negate enemy ZOCs for purposes of retreat.
12.3.6 If no retreat is possible, eliminate the unit.
12.3.7 A unit can end its retreat in a hex that becomes a Defender hex where combat has not yet been resolved. If it does, it contributes no defense strength to that combat and cannot be the Lead unit. It is subject to any retreat result applied to the defenders, and is subject to step losses if all defenders are removed with an unfulfilled defender loss result remaining. In this case previously retreated units are used to fulfill the remaining loss requirement (and may retreat again).
12.4 Retreating Through Enemy ZOC
12.4.1 Any unit can retreat through a hex containing friendly combat units, even if enemy combat units project a ZOC into that hex.
12.4.2 Only cavalry, infantry, and naval infantry units are eligible to retreat through a vacant hex in an enemy ZOC, but they cannot end the retreat in a hex in an enemy ZOC, unless it contains friendly units. Otherwise, they are eliminated. Any other unit cannot retreat into or through a vacant hex in an enemy ZOC.
12.4.3 A unit (or stack) is eliminated if its only path of retreat would leave it in a vacant hex in an enemy ZOC.
12.4.4 A unit (or stack) retreating through a vacant hex in an enemy ZOC loses one step (owner’s choice) in addition to other combat results. Units remaining now conduct their retreat.
Example of Retreat through Enemy ZOC:

Combat results require the US units in hex 2203 to retreat two hexes. The artillery unit is eliminated because it is not eligible to retreat through an enemy ZOC. The remaining unit is eligible but only when the enemy ZOC is only in the first hex. Once the retreat is complete, the US stack loses one step above other combat results.

12.5 Cavalry in Retreat
12.5.1 A cavalry type unit of either player can retreat from a Defender hex before combat against that hex is resolved. To do so, the owner rolls the die after the combat is declared but before it is resolved and consults the Cavalry Retreat Table for a result. If multiple cavalry units are in the hex, use the Table once for all. Results are:
Allowed: The unit retreats two hexes.
Not allowed: The unit remains in the hex for combat and may retreat as a combat result.
12.5.2 Eligible Units
• Any unit of cavalry type, including Cuban.
The Spanish-American War
• Any Cuban unit as long as it remains Untried.
Note: US units with “Cav” in their unit ID are eligible only if they are currently cavalry type.
12.5.3 Cavalry units in a Defender hex that includes noncavalry are eligible, but non-eligible units remain and defend.
12.5.4 Cavalry units advancing after combat have the option to advance two hexes (but not through two jungle or swamp hexes).
12.5.5 If attacked solely by enemy cavalry, the defending eligible units cannot retreat before combat.
12.6
Advancing
General Rule
Whenever the Defender hex becomes vacant as a result of combat at least one attacking unit is required to advance into that hex. Advancing is not movement and uses no MPs.
Note: Advances are useful to cut off the retreat of enemy units whose combat has not yet been resolved.
12.6.1 The attacker decides how many units will advance, before resolving the next combat. The first unit is the Lead unit. Additional units are never forced to advance. Advancing units cannot attack again in that phase, even if by advancing they become adjacent to enemy units.
12.6.2 Only attacking units that participated in that combat can advance, non-participating units cannot advance, even if they are in the same attacking hex. Units can advance from any of the hexes from which the attack was made. Units that served only to block an enemy retreat cannot advance.
12.6.3 Advancing units ignore all enemy ZOCs but cannot violate the stacking limit after the advance.
12.6.4 Advance Distance
• Attacking units can advance only one hex (into the vacated Defender hex).
• Defending units never advance after an Attacker Retreat result.
13.0 AMPHIBIOUS LANDING
General Rule
US land units are carried by Naval Transport procedure [19.4] across sea zones from a US controlled port to either another US controlled port or one of the four tactical maps. Only the US player can conduct Amphibious Landings. All land scenarios start with a US Amphibious Landing. Naval transports are abstracted for land scenarios, with no actual naval units in play.
13.1 How to Invade
13.1.1 Conduct Amphibious Landing from an all-sea hex
against an eligible coastal hex during the Amphibious Landing Phase.
13.1.2 A coastal hex is eligible for Amphibious Landing if:
• It is adjacent to an all-sea hex.
• No hill or mountain terrain is in the coastal hex [Exception: These can be invaded if a town or fort is in the hex].
• A coastal hex can be attacked by units from only one sea hex (even though others may be adjacent).
13.1.3 If the coastal hex is enemy occupied:
Campaign game: It returns to its transport naval unit in the adjacent sea zone.
Note: Units failing to land could, conceivably, attempt another Amphibious Landing next turn.
13.1.4 Only infantry or naval infantry type units can invade. The other types arrive as Amphibious Reinforcements [7.4 and 13.3].
PROCEDURE
1. Place up to nine stacking points of invading units on any full-sea hex adjacent to the coastal hex to be invaded.
2. Place one Base marker with them. They cannot invade without an otherwise unused Base marker.
3. Spanish coast artillery within range of the sea hex can conduct naval gunfire [13.2] against invading units.
13.1.5 If the coastal hex is not enemy occupied:
• Place invading US units on that coastal hex.
• They spend 1 MP to be placed on the coastal hex. They can move with their remaining MA during their Movement Phase.
• They cannot use road movement bonus [9.3.3] or infiltration movement [9.4].
• They can conduct combat during the Combat Phase.
13.1.6 Base markers
• Players use Base markers only up to the number provided for each land scenario.
• During an Amphibious Invasion place only one Base marker per hex occupied by invading units.
• Upon successful invasion place the Base marker on the invaded coastal hex.
• A second Base marker can be placed during the Reorganization Phase on a friendly coastal hex that contains a town [to increase the amount of supply provided; 8.2.2].
• A Base marker has no combat strength or stacking value.
• A Base marker already on a coastal hex cannot be used for Amphibious Landing.
Note: A few towns are on small bays that cannot be invaded directly because the sea hex would place invading units on a different (adjacent) hex. Once made friendly, these towns can qualify their coastal hex to have up to two Base markers.
Example: Santiago tactical map has a small bay at hex 2010 [Use Control markers to keep track of locations that are friendly].
13.1.7 Removing a Base marker:
• It is destroyed if a Spanish unit moves onto or across it. It cannot be reused.
• The US player can voluntarily remove a Base marker either to return it to use in an Amphibious Landing or to place it at a coastal town or port.
Campaign Game additional:
• The US loses VPs for each Base marker destroyed [see Victory Point Chart], but no VP loss if the marker is removed [13.1.7]
• A destroyed Base marker can be returned to use during the Recovery Phase by spending one ship repair point. Place it at any US port.
• Each naval unit with transport capacity can carry a Base marker. The Base marker does not occupy transport capacity.
13.2 Coastal Gunfire
13.2.1 Coast Artillery Units

• Spanish coast artillery units within range of invading US units can each fire using their Gunnery column on the Naval Gunnery Table. Heavy and Light strengths conduct gunfire separately, against the same target, and are not added together. Separately total Heavy and Light coast artillery strength in the Defender hex, or within range. They fire at each stack of US land units attacking from sea (if more than one US stack is within range, they can fire at each stack).
• Heavy coast artillery points can fire at up to two hexes away [if it is not in a Defender hex]. Light coast artillery points fire only at an adjacent sea hex.
• Each damage point causes the targeted US force to lose one step. The US player chooses the steps to be lost.
The Spanish-American War
• A coast artillery unit is revealed (permanently) if it conducts naval gunfire. It is not turned to Fired status.
• Unsupplied coast artillery can still conduct Gunnery Fire.
13.2.2 Field Artillery. Spanish field artillery units in a Defender hex cannot use the Naval Gunnery Table. They can only provide artillery support for units defending on an invaded coastal hex. Turn used field artillery to Fired.
13.3 US Amphibious Reinforcements
13.3.1 Procedure
• During the US Land Reinforcements Phase the US player places arriving units, as desired, up to the stacking limit, on a sea hex next to a Base marker where they intend to land, even if the marker is in an enemy ZOC. A naval transport is not used. Only one stack can move per turn onto a Base marker on land.
• While on the sea hex, reinforcements are subject to gunnery from Spanish coast artillery within range.
• Place arriving ground units onto the Base marker by spending 1 MP for that coastal hex.
• They move on land from the Base during their Movement Phase with their remaining MA. They cannot use road bonus [9.3.3] during the turn of Landing.
• Not all available units must land. Any number can be held (at sea) to land on a different turn.
13.3.2 The US can conduct Amphibious Landing against any hex in a Harbor if:
• All Channel hexes are friendly
• No Spanish ships with gunnery strength (light or heavy) remain at that port (or harbor).
The Channel hexes are:
Map
Hexes
Cienfuegos 2011, 2012, 2110, 2111
Santiago 1609, 1610, 1708, 1709
Havana 2902, 3002
San Juan 2417, 2516
These are marked in pale blue on each map.
13.3.3 US Amphibious Withdrawal. US units can be removed from tactical maps during the Land Movement Phase.
• They start the phase anywhere and then move to the Base marker.
• They spend 1 MP to move from the Base marker (out to sea). [For the Campaign Game they move onto a naval unit in the adjacent sea zone with sufficient remaining transport capacity].
13.3.4 The Base marker can be voluntarily removed at the end of the Land Movement Phase along with the land units.
The Spanish-American War
14.0 SPECIAL LAND RULES
14.1
Cuban Units
“Vivan los Americanos” (Long Live the Americans) Cuban units are controlled by and friendly to the US player. They represent groups of armed Cuban rebels operating near the major Cuban ports. The US player brings them into play as Untried units.
14.1.1 Each tactical map has certain Cuban units available to it as listed by the Land Unit Set Up Display. The US player can use only those Cuban units available for that tactical map. They cannot move to another tactical map. Note: There are no Cuban units on Puerto Rico.
14.1.2 Cuban units are Untried when they first enter a tactical map.
14.1.3 Any number of available Cuban units, as the US player decides, can enter during each US Movement Phase after an Amphibious Landing (including that same turn) on that tactical map. Cuban units can enter from any map edge. They cannot enter until the US invades.
14.2 Spanish Havana Garrison
14.2.1 All Havana garrison units are marked by a color code in their unit type box [6.1.7]. The garrison area is shown by the garrison boundary shown on the Havana tactical map.
14.2.2 A Havana garrison unit can attack enemy units adjacent to the garrison area but cannot move, advance, or retreat after combat out of the garrison area. If it does, it is eliminated instead. Garrison artillery can support units within range outside of the garrison area.
14.2.3 All other Spanish units can freely enter or exit the Havana garrison area.
14.2.4 Supply Sources still Spanish controlled in the Havana garrison area can supply Spanish units outside the garrison area.
14.3 Spanish Naval Infantry Movement
(Scenarios 8, 9, and Campaign)

The three Spanish “Marina” units represent ship’s crews temporarily employed as infantry. When the ships leave, so do these units.
14.3.1 Marina units can move across sea hexsides and across a full-sea hex (spend 1 MP per hex) within a port’s harbor and Channel hex area (not outside at sea), but they must end their move on a land hex [They are using small boats]. They cannot attack, advance, or retreat across a sea hexside.
Campaign Game: They cannot make this move if US ships are in the port’s Harbor.
14.3.2 They cannot conduct Amphibious Landing [13.0]. They cannot retreat across an all-sea hexside.
14.3.3 When the set up display shows they “withdraw,” pick up these units and remove them from play. If eliminated, no other unit leaves in their place.
15.0 TACTICAL MAP SPECIAL RULES
15.1 Tactical Map Set Up
15.1.1 Each player places his units on the locations shown on their respective land set up displays.
15.1.2 Units that can be placed “anywhere” are placed on any hexes, within the stacking limit.
15.1.3 The Spanish player places his coast artillery as Untried and only on battery positions.
15.1.4 US units all start on their set up display. The US player then begins the scenario with units of his choice to conduct an Amphibious Landing.
15.1.5 Optional: Spanish Placement. For each scenario the Spanish player can place his units anywhere desired on the tactical map.
Campaign Game: Optional: Spanish Strategic Redeployment
• The Spanish player can redeploy all his At Start land units that begin the game on Cuba. The units should be secretly placed in separate containers [envelopes are good] before the start of the game, so the US player does not know which units will appear on which tactical maps. Do not do this with reinforcements [or it will be impossible for the US to win on that tactical map].
• Coast artillery units can also be redeployed but can be placed only on a coast artillery battery position, up to two per battery.
• The Puerto Rico units cannot be redeployed to Cuba. Only the units marked as “PPR” can be redeployed to Puerto Rico.
16.0 LAND SCENARIOS
Land scenarios are played as complete Land Operations Segments. Ignore the Naval Operations Segments of the game turn.
16.1 Scenario 7: Santiago
This scenario begins with the historical landings of US Fifth Corps on 22-24 June 1898, led by Gen. Shafter, and their later assault on Spanish positions at San Juan Hill and El Caney on 1 July.
16.1.1 Required Components
•The Santiago tactical map
•US Set Up Display Scenario #7
•Spanish Set Up Display Scenario #7 16.1.2 Scenario Length. Eight land turns.
16.1.3 Cuban Placement. After the Spanish player has completed his placement the US player allocates his Cuban units to any of the Cuban entry areas (any hex along west edge or east edge), as desired.
16.1.4 Victory Conditions
•The US player wins if by the end of any land turn if he makes any Santiago city hex friendly.
•The Spanish player wins if he avoids the US victory conditions.
16.2 Scenario 8: Cienfuegos
Navy command in Washington believed the Spanish Cape Verde Squadron would be at Cienfuegos. Accordingly, the US Flying Squadron was sent to check. Had the Spanish squadron actually gone to Cienfuegos, the US would have landed Fifth Corps there instead of Santiago.
16.2.1 Required Components
•The Cienfuegos tactical map
•US Set Up Display One Front
•Spanish Set Up Display One Front
16.2.2 Scenario Length. Eight land turns.
16.2.3 Victory Conditions
•The US player wins if by the end of any land turn he makes the Cienfuegos hex friendly.
•The Spanish player wins if he avoids the US victory conditions.
16.3 Scenario 9: Puerto Rico
“Long live Puerto Rico, always Spanish! Long live Spain! “ - Governor-General Macias at San Juan, 23 April 1898
While not originally favored, an expedition to Puerto Rico was strongly and often advanced by Gen. Miles. He called it Expedition No.2. During June and July, he assembled an invasion force of mostly volunteer units out of the ready elements from several US corps, including a few regulars.
16.3.1 Required Components
•The Puerto Rico tactical map
•US Set Up Display One Front
•Spanish Set Up Display One Front
16.3.2 Scenario Length. There is a maximum of ten land turns. Starting with turn 6, the US player rolls the die to determine if the war ends. See the Land Turn
The Spanish-American War
RecordTrack.The scenario ends when the war ends, and victory is determined (16.3.3).
16.3.3 Victory Conditions
•The US player wins by the end of any land turn if he makes friendly either San Juan or all towns in Puerto Rico except San Juan.
•The Spanish player wins if he avoids the US victory conditions.
16.4 Scenario 10: On to Havana
On May 2nd President McKinley established the occupation of Havana as a goal. Planners in Washington believed it would force the end of the war. But the Spanish Cape Verde Squadron became the real goal of the war when it set sail for the Caribbean. Because it entered Santiago Harbor, that made the main US invasion necessary there instead. Had the Spanish government been more resolute and not quit the war after the capitulation at Santiago, the Havana invasion would have been needed to end the war.
Preparing at Jacksonville, Florida, for this invasion was the US VII Corps. It was to be led by Fitzhugh Lee, who was a former Confederate general and related to the famous general, Robert E. Lee. He was very familiar with the area having been US Consul-General in Havana for the last two years. The Corps would initially number about 31,000 officers and men, all from the recently raised volunteer army. They would face potentially 61,000 Spanish.
16.4.1 Required Components
•The Havana tactical map
•US Set Up Display One Front
•Spanish Set Up Display One Front
16.4.2 Scenario Length. Twelve land turns.
16.4.3 Victory Conditions
•The US player wins by the end of any land turn if he makes friendly any Havana hex or fort hex next to Havana.
•The Spanish player wins if he avoids the US victory conditions.
SECTION FOUR: CAMPAIGN GAME RULES
The Campaign Game recreates in one scenario the entire war in the Atlantic and Caribbean with both land and naval movement and battles. All prior game rules will apply with the Campaign except the special rules in Scenarios 1 through 10.
The
17.0 STARTING THE CAMPAIGN GAME
17.1 Prepare for Play
17.1.1 Players place their naval units on their respective naval set up displays: units At Start and units arriving as Reinforcements. Players set up their land units according to the rules in the scenarios for Land Rules. Players should decide now if they would like to use any of the optional rules presented in 19.6 & 19.7.
•Place all ships marked “At Start” on the locations shown.
•At Start ships can be formed immediately into squadrons with the coal listed on the displays.
•Reinforcements enter play on the turns shown.
17.1.2 Many ships enter play with damage, some enough to be considered as sunk. They are not sunk, but remain at port and cannot move or change range (if in combat) until repaired sufficiently to no longer be considered as sunk.
17.1.3
Tactical Maps
•A tactical map comes into play when the US player conducts an Amphibious Landing on it. Cuban units alone cannot bring a tactical map into play.
•Land phases begin for a tactical map when the US player announces an Amphibious Landing [13.0] there.
•The Spanish player cannot pick up and reposition his units on a map until play begins there. Units from Spain are placed at the major port where they landed.
•Land phases continue simultaneously for all tactical maps in play until the game ends.
17.1.4 When a US Amphibious Landing is declared, all Spanish units are placed on the invaded tactical map according to the Spanish set up display for that map as found in scenarios 7 through 10 [see also rule 14.5].
17.2 Campaign Sequence of Play
17.2.1 The Campaign Game is played in successive Game Turns (hereafter called “GTs”), each consisting of a Strategic Segment followed by a Naval Operations Segment and two Land Operations Segments. Each segment subdivides into phases. Follow this procedure step by step exactly as outlined in the Campaign Expanded Sequence of Play.
17.2.2 Turn Marker Phase. At the beginning of each turn, advance the Turn marker one box on the Campaign Turn Record Track (TRT) to show the current turn in progress.
17.2.3 Play begins at the start of GT 1.
Design Note: Large campaigns should deal with the tactical as it is contained within the strategic view. The five-day turns of the strategic cover too much time for the tactical land maps The solution was to break a strategic
turn into two land tactical turns and just deal with the resultant rules complexities. Fortunately, the naval battles conclude so quickly that they can be part of the overall strategic turn.
17.3 Campaign Weather
Weather conditions influenced the strategic operations of both sides. Weather is determined separately for each turn. The game rules are written assuming Clear weather.
17.3.1 There are two major types of weather, Clear and Storm. Use the Weather marker to indicate the current weather condition:

Determine the turn’s weather condition during the Weather Phase by using the Campaign Weather Table to obtain a result. Place the Weather marker on the current Turn Box on the TRT to indicate the weather condition.
17.3.2 Storm Weather effects:
•Cannot conduct Amphibious Landing.
•Apply a DRM on the Naval Search Table and the Range Change Table.
•Reduce unloading of naval transports to three stacking points during this turn.
•All land units lose 1 MP for both Land Operations Segments.
•No road bonus [9.3.3].
17.3.3 Rain and Storm Seasons. For Rain Season, apply a (+1) DRM to the Weather Table. For Storm, apply a (+2). DRM. There are no additional weather effects for either season.
Design Note: While this is really the Atlantic Hurricane season, historically only five hurricanes developed out of eleven tropical depressions, all but one of them during September and October. The remaining single hurricane was weak and only briefly achieved Category 1 status. Rain was of far greater concern for American planners due to the threat of disease.
17.3.4 The turn after two Storm turns in a row is automatically Clear weather.
17.4 Reinforcements
17.4.1 Both sides receive additional land and naval units, called reinforcements, as shown on their Campaign Game displays and tactical map set up displays.
17.4.2 Place naval reinforcements into play during the Reinforcements Phase (Strategic Segment) at the locations shown on the cards and land reinforcements during their
respective Land Reinforcement phases (during the Land Operations Segment).
17.4.3 The US player receives one Base marker with each Transport naval unit.
17.4.4 US Land units remain at a friendly port to await Naval Transport [19.4] to a tactical map. There is no stacking limit at a strategic map port.
Note: There are two Spanish land units that start at Cadiz (Spain). They will require transport to move to a major port in Cuba or Puerto Rico.
17.5
Yellow Fever
Commentary: Yellow Fever, also known as “Yellow Jack,” had been a dread disease for many years. Medical professionals did not yet know how it spread. They did, however, understand that it prevailed in low ground and swamp. Historically, yellow fever by itself brought down some 2000 of 5000 British troops landed at Guantanamo in a failed 1741 overland campaign against Santiago led by Admiral Vernon. Yellow fever could spread quickly. Additionally, US troops also suffered from malaria, dysentery, and typhoid fever.

General Rule
Yellow Fever affects only US units. Do not apply Yellow Fever effects to US artillery units, or any Cuban or Spanish unit.
17.5.1 Yellow Fever occurs on only two tactical maps: Santiago and Cienfuegos. Track it separately for each tactical map invaded. If the US lands on the second of the two affected maps, yellow fever continues on the first map, but will not begin for the second map until the fifth US land Segment there. Players record Yellow Fever on each tactical map by using that map’s marker on the Yellow Fever Track.
17.5.2 On the Segment Fever Season begins roll the die and consult the Yellow Fever Table. The result applies to the entire US force on that tactical map as long as any US unit is on that map. Place the map’s Yellow Fever marker at “Level 1” on the Yellow Fever Track when effects begin.
17.5.3 Yellow Fever Effects:
• At Levels 1 and 2 there are no effects.
• At Level 3, all “A” rated units are now “B” rated units. Artillery is not affected.
• Level 4 is the same as Level 3 but in addition, one step, US player’s choice, is eliminated for each Land Segment at this Yellow Fever Level.
• Level 5 is the same as Level 4 but now two steps are eliminated for each Land Segment at this Yellow Fever Level.
17.6 Spanish Marina Infantry
The three Spanish units marked “Marina” can be created from Spanish ships of the Cape Verde Squadron. They can conduct special movement [14.3].
17.6.1 Up to three “Marina” units can enter play, as the Spanish player desires, if the Cape Verde Squadron marker (with ships) enters a major port.
• Create “Marina” units at the rate of one step (Spanish choice) per ship in the Squadron (up to four steps) that has gunnery strength, light or heavy, regardless of any ship damage. One ship can create only one step of “Marina.”
• For each step created, mark one damage point on the Naval Unit Status Chart for that ship. The damage point is removed when the “Marina” unit is removed (not when eliminated).
• During the friendly Land Reinforcement Phase place the created “Marina” land unit(s) on the port (or any coastal town on the Harbor or Channel on the tactical map where the ships are located, if the location is friendly. They can move from there during their movement phase, or be deployed, as desired, when the US invades that tactical map.
17.6.2 Marina units can be increased by Rally procedure [22.2, Events R and Y].
17.6.3 Remove all surviving “Marina” units (regardless of location) when the Cape Verde Squadron marker is used anywhere, and restore the damage points marked against the ships at one damage point for each step removed.
Design Note: It was Captain Bustamante, senior staff officer of the Spanish Cape Verde Squadron, who offered sailors to be used as infantry. Presumably, other squadron staff officers would not have shown this initiative. Separately, the crew of the Reina Mercedes in Santiago Bay, along with some personnel from other trapped ships helped man coast defenses near the Morro Castle.
17.7 US Marines
17.7.1 During an Amphibious Landing the US Marine unit can attack any coastal hex from sea and is not halved when attacking.
17.7.2 The US Marine unit can land at Guantanamo to make it friendly to the US player (there is no combat), but Guantanamo then requires a garrison unit for the rest of the game. The US loses VPs if the garrison is not kept [see Victory Point Chart].
Design Note: The other Spanish minor ports have substantial, and supplied, garrisons. The Spanish Guantanamo garrison was starving
The Spanish-American War
17.7.3 The US Marine unit can be increased by Rally procedure [US Campaign Event R and Y].
17.8 US Coast Artillery
17.8.1 Place these on the strategic map on their historically designated location. None are Untried.
17.8.2 Use these only when Spanish units conduct Port Bombardment [21.2]. They function the same as Spanish coast artillery. They cannot move.
18.0 NAVAL MOVEMENT
General Rule
During his Naval Movement Phase, the active player can move all, some, or none of his naval forces that are free to move, as he desires. A naval force can be either a single ship by itself (usually as a Squadron) or one or more ships organized as a squadron.
18.1 The Strategic Map
18.1.1 All naval movement takes place on the strategic map. The strategic map playing spaces consist of sea zones, major ports, and minor ports. Land areas only block naval movement; they have no other effect. Ports can be entered only from the sea zones into which the port symbol projects. A few ports can be entered from either of two sea zones.

18.1.2 Major ports. A major port consists of a port box plus a Blockade box. A Blockade box is not a port. Place ships in the Blockade box when:
• On blockade [18.5]
• Conducting an Amphibious Landing (available for amphibious landing on a future turn) [13.0]
• Conducting Bombardment [21.1].
18.1.3 Minor ports. A minor port is shown as a circle and is the same as a major port except it cannot be entered by capital class ships. There are no minor ports friendly to the US player.
Note: A capital class ship can blockade a minor port.
18.2
How to Move
18.2.1 Naval units move one at a time [or when in Squadron; 18.3] from space to adjacent space in any direction or combination of directions. A naval force need not stop in a space because of the presence of enemy naval forces [Exception: 20.0]. Naval forces are never forced to move [Exception: 21.4.5] and there is no limit to the number of
ships that can move into or through a space. Once a ship has moved, it has completed its movement for the turn.
18.2.2 Strategic Movement Points (MPs). In any one turn a naval unit can move a number of sea zones or perform functions [see Naval Operations Chart] that cost up to its strategic MP rating.
• Strategic MPs are not reduced by damage.
• Unused strategic MPs cannot be accumulated or transferred from unit to unit.
• Naval units spend strategic MPs according to the Naval Operations Chart.
• A naval unit cannot enter port or go on blockade [18.5] after having used its third movement point that same turn.
18.2.3 D, TB, and M naval units cannot enter sea zones that touch no land unless in squadron with another ship type. When without another ship type in such a zone, these units are automatically sunk at the end of the Naval Combat phase.
18.2.4 A naval unit cannot enter an enemy-controlled port [Exception: 21.4].
18.2.5 Neutral Ports
• Only Spanish units can enter neutral ports.
• Kingston: Both players can enter but US and Spanish units cannot be there at the same time.
18.3 Movement in Squadron
Ships cannot move together with other ships unless organized into groups called Squadrons. Naval units acting as part of a squadron are referred to as being “in squadron.”

18.3.1 A squadron consists of as many ships as desired, even just one ship. Ships can form or dissolve a squadron at any time.
18.3.2
How to Form a Squadron
• Ships forming a squadron are in the same space.
• Remove the ships from the map and place them in the appropriate Squadron Box on the Squadron Organization Chart.
• Place the Squadron marker on the map where ships were removed. The marker represents only those ships.
18.3.3 The Squadron marker has no strength. It only represents that group of ships. It cannot be destroyed.
18.3.4 The number of squadrons that can be formed is limited to the number of Squadron markers available. If a Squadron marker is available, a ship or group of ships can be combined with or detached from a single group at any time to form a new squadron.
18.3.5 A squadron moves at the rate of the slowest ship in that squadron.
18.3.6 Ship types AC, Col, and MS can move by themselves (without others present) without a Squadron marker or can be contained within a squadron, as desired. All other ship types require a squadron marker to move.
18.3.7 Units in port are considered as in squadron (without need for a Squadron marker), but require a Squadron marker to leave, even to join another squadron in the adjacent sea zone.
18.4 Fog of War
18.4.1 All ships and Squadron markers are turned over to their blank sides throughout movement and certain other procedures.
18.4.2 Reveal naval units when in naval combat, on blockade, or in a neutral port.
18.5 Blockade
18.5.1 Ships moved to an enemy controlled port, or neutral port containing enemy ships are placed on the port’s Blockade box.
18.5.2 Ships on blockade are automatically in squadron and do not need a Squadron marker [although they will need one to keep coal; 19.0].
18.5.3 Ships on blockade cannot be blockaded [You cannot blockade a blockade!]. Ships cannot blockade a friendly port.
18.5.4 Blockade Runners
• Any single naval unit can try to run past a blockade. It is stopped from entering or leaving port if blockaders succeed in Search.
• If Search is successful, the blockading player can conduct naval combat.
• During the same phase, as many blockade runners as desired can attempt to move past the same blockade. Conduct a separate Search for each.
• A blockade runner can continue moving (in or out) after successfully disengaging from naval combat.
18.6 Repair
“The Dons may know how to build beautiful ships, but they do not know how to procure men.” - Adm. Nelson at Cadiz, 1797
General Rule
During naval combat damage points may be recorded on ships. During the friendly Naval Repair Phase each player receives repair points that can be used to repair damaged ships.
18.6.1 Ships that take damage but are not sunk can be repaired. A ship starting, or entering, the game with damage can also be repaired but not until the ship is in play.
18.6.2 A ship conducts repair only while in a friendly port that was friendly at the start of the game. Repairs begin during the friendly Naval Repair Phase. Ships being repaired cannot move or conduct operations during that Naval Segment. Place a Naval Repair marker on ships conducting Repair. Remove the marker at the end of the second Land Operations Segment for the turn and erase an equal number of damage marks in that ship’s boxes on the Naval Status Card for that ship.
18.6.3 Ships conducting Repair can return fire if attacked and can conduct loading for Naval Transport [19.4]. Once the Naval Repair marker is removed and the Repair is complete, the ship regains lost speed and gunnery strength [4.3.6].
18.6.4 Each side is restricted to the total number of repair points available in any turn. Unused repair points cannot be accumulated from turn to turn. The Spanish player has one or two repair points available, as listed on the Turn Record Track (“1R” or “2R”). The US player always has two repair points available each turn. Repair points can be used at two points at one friendly port or one point at two different friendly ports.
Note: A ship at another port therefore cannot be repaired until a repair point is allocated to that port.
18.6.5 Each port is marked with the maximum number of repair points that can be used there in one turn.
19.0 COAL SUPPLY
The greatest limiting factor for a navy of this era was a ship’s coal capacity and the availability of fresh coal supplies. Coal supply is shown as coal points, and is recorded separately for each squadron. Squadrons spend coal points to move according to the Naval Operations Chart. They obtain coal either at a port or from a Collier.
19.1 Coal Points
Keep a record of coal held by each squadron [see example] by using the Coal Track. Adding coal to the squadron is shown by moving the Squadron’s Coal marker to a higher number in the box; spending coal is shown by moving the marker to a lower number box.
Design Note: Although technically each ship carried its own coal supply, the Squadron abstraction keeps play manageable.
The
Example: Recording Coal

The Cadiz Squadron has 1 coal point.
19.2 When to Burn Coal
19.2.1 Any squadron that contains a ship with a printed strategic movement allowance of two (2), or less, spends one coal point for the first movement point used. If all ships in a squadron have printed strategic movement allowance of three (3) or more, spend no coal for the first MP. For all squadrons, the second MP costs one coal point. A third MP costs two more coal points (for a total of three coal points). Coal is spent only for operations listed on the Naval Operations Chart that require movement points.
19.2.2 A squadron cannot use MPs if it does not have enough coal.
19.2.3 AC, Col, and MS ship types do not require coal [for game purposes]. Blockading squadrons and ships in port do not require coal; however, they need a Squadron marker to hold coal. Naval combat does not use coal.
19.3 How to Obtain Coal
19.3.1 Coal Availability. Any port marked with the coal symbol provides unlimited coal at that location to its original owner. Certain ports designated by a Campaign Event will provide a limited number of coal points that, once used, cannot be replenished except by a repeat play of that Campaign Event.
19.3.2 Re-coaling
• The squadron must be either in squadron with a loaded Collier [19.3.5], or in a port that can provide coal.
• The squadron cannot be in a sea zone that does not contain or touch land.
• US ships can re-coal while in Search mode [20.0], Spanish cannot.
• Ships cannot re-coal during Storm weather unless in a port.
19.3.3 A squadron loads with coal during the friendly Loading Phase. It refills to a maximum capacity of six (6) coal points. Use the applicable box on the Coal Track. A Squadron marker with no ships cannot load coal.
19.3.4 Both players begin loading coal during the friendly Loading Phase. The US completes loading coal during the US Loading Phase. The Spanish player completes loading coal during his Naval Recovery Phase.
Design Note: Historically, the Spanish were slow. This was a factor in why the Cape Verde Squadron was trapped at Santiago.
19.3.5 When a squadron forms for the first time, it starts with no coal. When a squadron is dissolved, all of its coal is lost. When forming a new squadron from the old, the new squadron has the same coal supply as the original squadron. The original squadron’s coal level is not reduced. When two or more squadrons join to form a combined squadron, the combined squadron’s coal level is that of the lowest original squadron coal level. When AC, Col, or MS types join, the squadron’s coal is not reduced (or increased).
19.3.6 Colliers. The Collier is the only ship type that can carry coal.
• A Collier loads coal at a port during the Loading Phase. Colliers can also load coal at ports that have coal due to Campaign Events.
• A Collier holds up to six coal points. Place its Coal marker on the Coal Track when it loads coal.
• Reduce the Coal marker’s value when the Collier recoals a squadron (transferring all, some, or none of its coal points to that squadron). Increase the squadron’s Coal marker by the number transferred.
•A Collier can transfer coal to only one squadron at a time.
19.3.7 Key West. This US port can act as a stationary Collier. It is either full or empty, and can take coal from a Collier according to Re-coaling procedure [19.3.2]. When full it can re-coal a squadron that enters Key West port.
19.4 Transporting Land Units
All ships marked with transport capacity can carry land units and allow land units to conduct Amphibious Landings [13.0].
19.4.1 Load land units during the friendly Naval Transport Phase. A player completes loading during his Naval Recovery Phase. A ship can carry stacking points of land units up to the limit marked on it. Ships without transport capacity cannot carry land units. Place the land unit with the ship that transports it.
19.4.2 If during naval combat, the transporting ship is sunk its transported land units are eliminated.
19.4.3 Place the ships carrying land units in the blockade section of the port hex where the landing will be conducted.
19.4.4 Naval units with transport capacity can unload land units during the friendly Land Reinforcement Phase. They unload at a friendly port. US units can also be unloaded at a Base marker, or can conduct an Amphibious Landing; Spanish units cannot.
19.4.5 Cuban units cannot be transported.
19.5
Transporting Cargo
All Spanish ships marked on the Cargo Track can carry cargoes from one port to another. Cargo generally means any type of essential goods carried by merchant shipping. Only Spanish ships can carry cargo.
19.5.1 Only those ships shown on the Cargo Track can transport cargo. Place a Cargo marker on the ship’s box on the Cargo Track when the ship loads a cargo. Remove the Cargo marker when the cargo is unloaded.
Example: Recording Cargo

The Cargo marker on the Cargo Track shows Catalina loaded with cargo but P. Concepcion does not have cargo.
19.5.2 A ship can transport only one cargo at a time. By unloading and taking on new cargo, the ship can transport several cargoes over the course of the game.
19.5.3 Ships load cargo at any neutral Caribbean port or at Cadiz (Spain) and transport it to any major or minor Cuban port.
19.5.4 Unload cargo at the end of the (land) Spanish Reinforcements Phase.
Note: Each successfully delivered cargo means the US player loses one (1) victory point. This can make the difference in winning the game!
19.6 Special Optional Situations
All rules in this section are optional. Each requires prior agreement of the players.
19.6.1 Optional: The US cruiser Albany was of the same class as the New Orleans, both built in the UK originally for Brazil (as Almirante Abreu and Amazonas, respectively). The US purchased these from Brazil to keep them away from the Spanish. However, the Albany was not launched until February 1899, way too late for the war. Assuming it was completed earlier, add this ship to the US as a GT 5 reinforcement at New York.
The Spanish-American War
19.6.2 Optional: While all Spanish armored cruisers had problems, the C. Colon had the biggest. It sailed without its heavy guns. Allow the ship its heavy guns, as printed in green on the unit. [Exception to 5.0, last bullet].
19.6.3 Optional: Spanish cruiser P. de Aragon. The C. Colon was of the Garibaldi class of armored cruisers built by Italy. Many of those were sold to other countries. Spain ordered another, the P.de Aragon, but the order was canceled and the ship not built, because of Spain’s limited budget (and Italian high prices). Players can choose to add this ship to Spanish naval units At Start at Cadiz (no damage, heavy guns operating).
19.6.4 Optional: Spanish cruiser Reina Regente (R. Regente) was a sister ship to the Lepanto but sank in a storm in March 1895. Had it not been lost it would have been an important part of the Spanish fleet. Add this unit At Start at Cadiz.
19.6.5 Optional: US cruisers Columbia and Minneapolis were designed for independent action. Before the war, they were in constant use but never received the necessary prewar overhaul to prevent breakdown. The following special rules apply to these ships.
• They can operate independently and do not require coal.
• Each time one of these ships uses a third MP, the U.S. player rolls the die. On a roll of 1, a breakdown occurs, reducing its strategic MA to 2 and its speed rating to 3 until repaired. There is no effect on any other roll result.
• Breakdown repair is the same as normal repair. It requires one repair point. Once repaired, the ship is no longer subject to breakdown. The ships can be repaired before breakdown occurs, and thus never suffer breakdown during play.
19.7 Optional: Philippines
Historically, the Spanish reacted to their disaster at Manila by ordering a powerful squadron to go to Manila and challenge Dewey. It left for the Philippines but was recalled because of the loss of the Cape Verde Squadron at Santiago.
19.7.1 Play Scenario 1. Players are required to play Scenario 1 and will count sunk ships towards VP totals [23.1].
19.7.2 The Spanish Reserve Squadron consists of the seven Spanish naval units designated in Naval Scenario 4. The Squadron (with seven ships) is required to go to the Philippines unless:
• The Spanish player wins play of Scenario 1, or
• At least 23 Spanish hull rating points have already been sunk (exclude Scenario 1 ship losses), or
• A US ship (any type), or squadron, has been in the Spanish Coast sea zone on any turn before GT 19.
The Spanish-American War
19.7.3 If the Reserve Squadron does not go, no unit goes, but count naval losses of Scenario 1 on both sides as Campaign Game victory points.
19.7.4 If the Reserve Squadron does go to the Philippines, pick up the designated ships on GT 19 (regardless of location) during the Reinforcement Phase (Strategic Segment) and place them on the Scenario 4 set-up card. A naval unit with more damage points than its hull rating, or sunk, cannot go. Replacement of that naval unit is optional.
19.7.5 Now play Scenario 4 using the Spanish ships that are now in the Philippines Box. Count naval losses (of Scenario 4) on both sides as Campaign Game victory points.
20.0 NAVAL SEARCH
General Rule
Enemy ships cannot be attacked unless friendly ships find them through the naval search procedure. Once a naval force is placed in search mode during the Movement Phase, it will continue to search as long as it remains in that mode. Enemy naval forces can be found by using the Search Table during the Search Phase. A player always can inspect his own ships without having to conduct search for them.
20.1 Search Mode Designation
20.1.1 Place ships in search mode during the friendly Movement Phase of the Naval Segment [20.1.2]. Place a Search marker on naval forces in search mode.
20.1.2 A naval force entering search mode costs one movement point (a squadron also spends a coal point unless it contains AC class ships only) during the Movement Phase, in addition to the entry cost for the sea zone. As many naval forces as desired can be in search mode. Each ship remains in search mode from turn to turn without burning coal, so long as it does not move or engage in combat [see also 20.3.2].
20.1.3 A search is then conducted during the Search Phase in any space in which a player has a naval unit in search mode. A unit in search mode must conduct search.
20.1.4 Ship types Collier and MS cannot conduct search but squadrons containing other ship types can.
20.2 Search Procedure
20.2.1 To find enemy ships, use the Search Table once for each searching ship or squadron. The required die roll for successful search depends on the type of space being searched or blockade activity [18.5].
20.2.2 If more than one enemy ship or squadron is in the same area, use the Table once for each. Conceivably, all can be found by the same searcher, or the same enemy by more than one searcher, or several searchers entirely miss all enemy ships, or some combination. Be sure to announce which unit is searching before using the Search Table. Conduct all searches before going to naval combat.
20.2.3 If a search is successful, both players show all of their ships involved.
Example: The US Flying Squadron is searching in the Venezuelan Basin for a Spanish squadron (containing the squadron of ships Oquendo, Maria Teresa, Viscaya, Colon, and Flot #4). If the US player rolls a 1 or 2 (since this zone touches no land) on the Search Table, the Spanish squadron is located. If located, the players now go to naval combat [4.0].
20.2.4 If an AC unit is face-up while in Search mode, subtract one (1) from the die roll result when it conducts Search. If the AC is in a squadron, it can be turned faceup. Place it on top of the Squadron marker. It is still in that squadron and thus aids that squadron’s Search.
20.3 Continuous Search
20.3.1 A ship in Search mode might find an enemy naval force during the enemy player’s turn if that enemy naval force is placed in, moves into, or moves through the space the searcher occupies. The Search Table is resolved for each such entry. The enemy force stops if found and either player can decide on combat [4.0].
20.3.2 Ships on blockade are in automatic continuous search mode while on blockade without spending a coal point and regardless of their speed. Enemy units making a Sortie from port [21.5] automatically find the blockade squadron.
20.4 Searching and Combat
20.4.1 Naval combat can occur between opposing player’s ships in the same strategic map space when naval force locates another by Search procedure. A ship leaves search mode when it engages in combat.
20.4.2 Naval combat is voluntary. It occurs only if at least one player desires it. If only one player desires combat, the enemy ships must fight. More than one naval combat can occur in the same space in the same turn.
Exception: A ship with no gunnery strength cannot force enemy ships to fight. If neither side has gunnery strength, no combat occurs.
20.4.3 The first player is the one with the lower squadron Tactical speed, or conducted the Search if speeds are equal.
Note: Some ships may have a reduced tactical speed due to damage in previous naval combat.
20.4.4 A naval force can attack [4.0] in only one space per naval combat segment. An attack can occur:
• In a sea zone,
• When moving past a blockade [20.5], or
• In a harbor [21.3].
20.4.5 A non-active naval force may be found separately by different active enemy naval forces. If so, conduct naval combat separately for each. Naval combats are conducted in the order in which Search was conducted.
20.4.6 Once players decide that naval combat will occur, each player proceeds to fight with his ships or squadron. Use the Naval Battle Board to resolve all naval combat. Naval combat ends the movement of the phasing player’s participating naval units for the rest of the Naval Phase.
20.4.7 After naval combat, remove the Search marker. That Search is no longer in effect.
21.0 SPECIAL NAVAL OPERATIONS
21.1 Naval Bombardment
“Hostile squadron in sight” - Semaphore signal at Morro Castle, Havana, 22 April 1898
Naval units of the active player can bombard enemy land units, including coast artillery units, to remove them from play. A coast artillery unit can fire on bombarding enemy ships within range, or land units that are conducting Amphibious Landing.
Design Note: Each Spanish battery position marked on the tactical maps represents one or more historically present.
21.1.1 Both players can conduct Naval Bombardment. They conduct it during the Naval Combat Phase. A ship can conduct it only once per game turn.
21.1.2 Only those ships in the Blockade Box position at a major port can conduct Naval Bombardment. A ship can engage only one land target each round and a coast artillery unit can engage only one enemy ship within range each round. [Exception: Cadiz (in Spain) cannot be bombarded].
21.1.3 Placement Procedure:
•Declare Naval Bombardment.
•The opposing player decides whether to conduct a Port Sortie [21.4]. Ships that did not conduct Port Sortie do not participate in gunfire against bombarding enemy ships.
•The owning player designates the ships that will attack each land target.
•He places his naval units on the tactical map in a sea hex within range of the target.
•The opposing player allocates coast artillery units against any of the bombarding player’s ships within range.
The Spanish-American War
21.1.4 Naval Bombardment Procedure
•Naval Gunfire [4.3] is simultaneous, so do not record damage on ships or targets until the conclusion of each firing round.
•Long range gunfire is at two hexes range, short range is at one hex range. Use the range markers.
•When calculating gunfire DRMs, reduce by half (round up) the hull rating of naval units fired upon by the light gun component of coast artillery [it is plunging fire doing the damage, whereas the heavy guns fire direct].
•Apply terrain DRMs [see TEC] when firing at a land target. Apply a (+3) DRM when firing at a fort.
•The bombarding player can conduct Disengagement at the conclusion of any round. Disengagement is to the Blockade position on the strategic map.
•Players do not conduct more than six (6) naval gunfire rounds against land or sea targets per turn [ammunition limitations]. They can conduct fewer rounds, as desired.
•At the conclusion of the final round, remaining bombarding ships return to the Blockade position on the strategic map.
•When firing at coast artillery subtract the target defense strength.
21.1.5 Land Target Losses
•Remove a coast artillery or land unit from play when two (2)Damage points are inflicted on it.
•Damage can accumulate. Use a Damage marker to show the first Damage point. If not destroyed, remove any Damage maker during the Naval Recovery Phase.
21.1.6 US naval units cannot conduct Bombardment on a tactical map hex adjacent to US land units.
21.1.7 Coast artillery units cannot move, either on the strategic map or on a tactical map. Torpedoes have no effect against any land unit.
21.1.8
Additional Effects
•The bombarding player can immediately draw one Special Event marker from the opaque cup for each Bombardment that includes the major city on the tactical map, or a US port on the strategic map. This is in addition to the regular draw for the turn. He cannot draw if his bombarding ships do not stay the full six rounds (or are all sunk).
•If Spanish are bombarding the US player loses VPs [see Campaign Game Victory Point Chart] if bombarding ships remain after the last gunfire round and all coast artillery at that port is destroyed. VPs are lost for each port bombarded but lost only once during the game for that port.
The Spanish-American War
Note: Only the Spanish player gains VPs Bombarding a US port.
21.2 Naval Raid
Both players can declare one Naval Raid per turn. If the conditions below are met, the raid effects (21.2.2) are automatically achieved and applied.
21.2.1 During the Naval Recovery Phase the active player can declare Naval Raid in certain sea zones if the following conditions are met:
• He conducts the Naval Raid with a ship (or Squadron) with gunnery strength.
• He conducts the Naval Raid after any combat with enemy ships in the same sea zone has concluded and there has been no friendly disengagement from the combat.
• Spanish units can raid:
US Gulf Coast
US East Coast
US Mid-Atlantic Coast
US Northeast Coast
• US units can raid:
Spanish Coast
21.2.2 Effects
• Each turn the US player conducts a Naval Raid, the US player scores 1 VP.
• Each turn the Spanish player conducts a Naval Raid, the US player loses 1 VP.
21.2.3 A ship (or Squadron) that spent three movement points in its Naval Movement Phase cannot conduct Naval Raid.
21.2.4 Land observers may identify the raiding ship. A roll on the Search Table is allowed to the player being raided. If successful, the player can inspect the identification of the ships performing the Raid (ignore other ships).
21.2.5 At the conclusion of the Naval Raid a raiding ship remains in the sea zone.
21.2.6 A player can conduct only one Naval Raid per turn.
21.3 Enemy Harbor Naval Combat
Only the harbors of major ports on Cuba and Puerto Rico can be entered (total of four ports).
21.3.1 To enter an enemy harbor all hexes of the Harbor Channel on the tactical map must be friendly and none is within range of a coast artillery unit.
21.3.2 Harbor Combat. In the harbor, the active units engage enemy ships present according to naval combat procedure.
• Both players can place their ships in any order on the Battle Board, regardless of class.
• The first player is the one initially in the harbor.
• Gunfire begins at long range. Both sides can change range but defending ships cannot increase the range.
• The attacker can conduct Disengagement at any time (or range) desired. If he succeeds, his ships return to blockade position. They cannot both disengage and remain in harbor. Defending ships cannot disengage.
21.3.3 Spanish ships at a port are destroyed (sunk) during the Recovery Phase and without naval combat if both of the following apply:
•A block ship [US Campaign Event B] is in a Harbor Channel hex, and
•US land units have captured the port hex.
21.4 Port Sortie
During any land or sea game phase ships in port can attack enemy ships in that port’s Blockade box, or the enemy Bombardment squadron [21.1]. This is called a Sortie.
21.4.1 To conduct a Sortie place friendly ships from the port into its Blockade box. The enemy ships are automatically found. Now conduct naval combat. A squadron marker is not required.
21.4.2 Port Sortie naval combat:
• Place all ships, together as a Squadron, on the Battle Board at Long range.
• Place ships in any order desired, regardless of class.
• The blockading player is the first player [4.1.3].
• The Sortie player has naval initiative for the first round.
21.4.3 When all enemy ships are destroyed, or Disengagement occurs, the Sortie group either returns to port or is placed in the adjacent sea zone (not on Search). If more than one ship goes to the sea zone, a Squadron marker is required. Without a Squadron marker it returns to the port.
Note: It might be immediately found by enemy Search in the sea zone.
21.4.4 Naval units with torpedo strength can be placed immediately at Short range for torpedo attack but only opposite an enemy ship with a slower tactical speed.
Note: The target of the torpedo attack can fire first [4.4.4] and the torpedo attack is allowed only if that torpedo unit survives.
21.4.5 Spanish ships can be forced to leave a major port on a Tactical map if a US field artillery unit ends the game turn within range of the port hex. All ships must leave next turn during the Naval Movement phase. Any ships remaining are sunk [scuttled].
22.0 CAMPAIGN EVENTS
22.1 Drawing Events
22.1.1 Starting the game:
• Place all Campaign Events markers in a single opaque cup for a random draw.
• Draw two Events markers and set these aside for the duration of the game. They cannot be examined or played by either player.
• Each player draws two Events markers. These can be examined by the owner and played as desired, starting GT 1.

22.1.2 Each turn beginning GT 2 both players draw one Campaign Events marker at random from the opaque cup during the Campaign Events Phase.
22.1.3 The US player always draws first. Each marker indicates the occurrence of one of the events listed on the Random Events Cards. A player cannot examine Events markers held by the other player.
22.1.4 More than one Event marker can be played during a turn. Return used event markers to the opaque cup as they are played. Each player consults his own list for the effects of the Event.
22.1.5 A player can hold up to five Event markers for use on future turns. An Event marker need not be played. Conceivably, an Event marker could be held for the entire game without being played. As many Event markers as are held can be played during a single turn phase, as applicable. An Event marker can be voluntarily returned to the cup without first being played.
Note: Both players will draw from the same opaque cup. For example: If one player holds Event A, the other player cannot, and cannot obtain it until the first player either plays it or returns it to the cup.
23.0 VICTORY CONDITIONS
Campaign game victory is determined by scoring Victory Points (VPs). VPs are scored for controlling certain locations, for destroying enemy naval units and for certain actions players can take.
23.1 Victory Points
23.1.1 The Victory Point Chart lists the VPs scored for certain activities. Only the US player can score VPs. Spanish VP awards are negative VPs that reduce the US total. It is possible for the US to have a negative VP total.
23.1.2 Record the current VP score by placing the VP markers on the Turn Record Track on the appropriate number.
23.1.3 Do not count Cuban losses as US losses.
23.1.4 Victory points for locations are awarded only if that location is friendly at the end of the game.
23.1.5 Sudden Victory
• The US player wins immediately if at the end of any Victory Conditions Phase the US total is at least +38 points.
• The Spanish player wins immediately if at the end of any Victory Conditions Phase the US VP total is -25 or less
23.2 Spanish Surrender
23.2.1 Spanish Surrender applies to a tactical map when conditions there are met. It occurs during the Victory Conditions Phase if a US (not Cuban) unit occupies any of the hexes listed below:
City Hexes
Havana 2703, 2803, 2804, 2902, 3002
Cienfuegos 2017
Santiago 1904, 1905, 2005
San Juan 2516
23.2.2 Surrender effects:
• Immediately eliminate all Spanish land units on that tactical map.
• Spanish reinforcements not yet moved onto the tactical map are not eliminated [and, conceivably, may recapture the port].
• The US player places nine stacking points of US units on or adjacent to that city taken from anywhere on that tactical map. They remain there for the rest of the game. Additional units can be included, if desired [which may be needed since Yellow Fever effects [17.5.4] continue]. If after Surrender nine stacking points are not present at the end of any turn, the US loses three VPs each turn for that city [Cuban revolutionaries take over].
• The major port is now friendly to the US player. Place a Base marker on it (pick up one from any location).
• Any Spanish naval units in that port (or in that Harbor) leave immediately or are eliminated. The US gains an extra 2 VPs if even one ship is eliminated in this manner.
Design Note: Here, “elimination” would mean the ships are surrendered and the US might incorporate them into the US Navy. Even scuttling would potentially allow US possession. This actually happened with a few gunboats.
23.3 Honors of War
23.3.1 US Event X, Honors of War, applies to only one tactical map each time it is played. This Event marker returns to the pool once either:
The Spanish-American War
• The conditions allowing Honors of War are no longer valid on that map, or
• Spanish Surrender occurs on that map.
23.3.2 Play US Event X during any Victory Conditions Phase in which the US player fulfills all the following conditions:
At least nine stacking points of US land units are adjacent to a qualifying major port hex [23.2.1].
• There is no Supply Route for any of those qualifying city hexes (disregard fort supply capacity).
Note: Do not count Cuban units.
23.3.3 Upon play of Event X the US player uses the Honors of War Table once each land Segment, starting this Segment, until he obtains a Surrender result.
23.3.4 Honors of War Table results are:
Surrender: All Spanish units on that tactical map Surrender [15.2] immediately.
Negotiations: Continue using the Honors of War Table until the Surrender result occurs.
23.3.5 Negotiations. During each turn of Negotiations:
• The US player cannot attack the city or hexes adjacent to the city.
• Both players can continue to move units here and elsewhere on that tactical map.
• The US can conduct combat elsewhere.
• The Spanish can attack anywhere.
23.3.6 All conditions for offering Honors of War must remain in effect during each turn of Negotiation. If Negotiation conditions are interrupted, another play of Event X is required to start again if all conditions [23.3.2] are met.
Example: If only Cuban units are adjacent to the city, Surrender cannot occur and Negotiations cannot continue.
Design Note: Historically, negotiations at Santiago continued for over a week with each side wrangling over small issues. The Spanish insisted on the term “capitulate” and Washington insisted on “unconditional surrender.” Meanwhile, Spanish civilians starved and US soldiers began to fall from various diseases, notably Yellow Fever. Finally on 17 July they held the “capitulation” ceremony at the Surrender Tree.
24.0 DESIGNER’S SECTION
24.1 Land Unit Abbreviations
United States
Ala Alabama
Cav Cavalry
DC District of Columbia
Florida Florida
Ga Georgia
ILL Illinois
Ind Indiana
Iowa Iowa
Ky Kentucky
La Louisiana
Md Maryland
Marine US Marines
Mass Massachusetts
Mich Michigan
Mo Missouri
Miss Mississippi
NC North Carolina
Neb Nebraska
NJ New Jersey
NY New York
Ohio Ohio
Penn Pennsylvania
Prov Provisional
SC South Carolina
Texas Texas
Va Virginia
Vol Volunteers
Spain
Alcan Batallon de Alcantara Peninsular
Alfon Alfonso XIII Regiment [infantry]
Alfon Regimiento de Caballeria Alfonso XIII [cavalry]
Andalu Andalucia Regiment
Antequ Batallon de Antequera Peninsular
Aragon Aragon Regiment
Arapl Batallon de Cazadores de Araplies Asiatico Regiment
Asia Batallon del Principado de Asturias
Balear Batallon Provisional Balearas
Bailen Batallon de Cazadores de Bailen
Barbas Batallon de Cazadores de Barbastro
Barcel Batallon de Cazadores Barcelona
Bayamo Regimiento de Caballeria Bayamo
Baza Baza Regiment
Borbon Regimiento de Caballeria Lancieros
Borbon
Burgos Burgos Regiment
Cienfu Cienfuegos mobilized infantry
Canar Canarias Regiment
Canar Batallon Provisional de Canarias
Cantab Cantabria Regiment
Catalu Batallon de Cazadores de Cataluna
CazP Cazadores de la Patria
Const Constitucion Regiment
Cuba Cuba Regiment
Espana Tiradores de Espana Regiment
Extre Extremadura Regiment
G+R Guanabacoa and Regla independent volunteer companies
Galici Galicia Regiment
Galleg 1st Mobilized Regiment Gallegos
Garell Garellano Regiment
Gerona Gerona Regiment
GC Guardia Civil
Guadal Guadalajara Regiment
Guipuz Guipuzcoa Regiment
Habana Havana Provisional companies
IdeC Regimiento de Isabel la Catolica
Infant Infante Regiment
Lealtad La Lealtad Regiment
Leon Leon Regiment
Luch Luchesa Regiment
Luzon Luzon Regiment
M+V Iesus del Monte and Vedado independent volunteer companies
Mallor Mallorca Regiment
Marina Naval personnel from ships
Merida Batallon de Cazadores de Merida
Morro Morro castle garrison
Mucial Mucial Regiment
Murcia Murcia Regiment
Navas Las Navas Regiment
Niquero Niquero cavalry (ex-insurgents)
Numan Regimiento de Caballeria Numanica
Pando Pando Battalion (ex-insurgents)
Patria Batallon de Cazadores de la Patria
Prin Regimiento de la Princesa
Pizzaro Regimiento de Caballeria Pizzaro
PR Puerto Rico
PPR Batallon Provisional de Puerto Rico
Reina La Reina Regiment
Rey Regimiento de Caballeria Lancieros del Rey
SFern San Fernando Regiment
SQuin Batallon de San Quintin Peninsular
San Juan Tiradores de San Juan Battalion
Santi Santiago Regiment
Sevill Sevilla Regiment
Socapa Socapa battery garrison
Soria Soria Regiment
Talav Batallon de Talavera Peninsular
Tetuan Tetuan Regiment
Union Batallon de la Union Peninsular
Urbanos Urbanos Battalion
The Spanish-American War
VadRas Vad-Ras Regiment
Valen Valencia Regiment
Vallad Valladolid Regiment
Vergara Batallon de Vergara Peninsular
VGL Volante Guerilla Locales
Zamora Zamora Regiment
Zarago Zaragoza Regiment
24.2 Suggested Reading
An extensive body of literature examines this war and its various aspects. Much, however, is colored by being published so close to the time of the war. The books below provide both an overview and informative detail. Additionally, much material can be found on various internet web sites.
1. Carrasco Garcia, Antonio, En Guerra con Estados Unidos, Madrid: Almena, 1998.
2. Chadwick, R. Adm. F.E., The Relations of the United States and Spain, 2 volumes, New York: Russell & Russell, 1911, reprinted 1968.
3. Cosmas, G.A., An Army for Empire: The United States Army in the Spanish-American War, Columbia, MO: University of Missouri Press, 1971.
4. Freidel, F., The Splendid Little War, Boston: Little Brown & Co., 1958.
5. Muller y Tejeiro, Jose, et al, Notes on the SpanishAmerican War, Washington, Office of Naval Intelligence, 1899, reprinted 2019.
6. Musicant, Ivan, Empire by Default, New York: Henry Holt and Company, 1998.
7. O’Toole, G.J.A., The Spanish War, New York: W.W. Norton & Co., 1984.
8. Sargent, H.H., The Campaign of Santiago, 3 volumes, Chicago: McClung & Co., 1914, reprinted 2006.
9. Trask, David F., The War with Spain in 1898, New York, 1981.
10. Wilson, H.W., Battleships in Action, 2 volumes, 1926, reprinted by Naval Institute Press, Annapolis, 1995.
24.3 Design Notes
By Vance von Borries
This game depicts nearly the entire Spanish-American War, not just a battle or a limited campaign. Because of its broad scope, considerable liberties have been taken to capture the mood and mentality of the period.
The original concept restricted this game to only the Caribbean with the Spanish Cape Verde Squadron entering through the map edge. But this ignored the significant fear of Spanish squadrons raiding the US east coast; and, it unrealistically limited the US fleet to the Caribbean. By
The
expanding the original scope, the game gained many new possible strategies for a very low cost in complexity.
With this design I had thought the game could include strategic movement on Cuba, perhaps province by province, but an evaluation of historical factors argued against this. Conspiring against an overland campaign would be Cuban resistance, poor communications, and a devastated countryside too poor to provide sufficient food or forage. The mechanics of such movement would be cumbersome, given the scale of the game. Historically, the Spanish moved some units by sea but not after hostilities with the US began. Strategically, they surrendered much of the interior to defend coastal towns. So instead of strategic movement, I drilled down for increased detail on terrain and OoBs for the tactical maps. These would be more interesting.
The naval counter mix involved interesting decisions. The US dynamite cruiser Vesuvius is not included because the US commanders realized that it was unsuitable for naval combat and poor for bombardment. The gunboat flotillas represent an assortment of armed yachts, tugboats, revenue cutters, and anything that floats that can carry a gun. I considered including the remaining US civil war monitors but all but one (the Lehigh) sat at port for the duration of the war and thus they are included in US coast artillery. The one similar monitor in the Spanish navy is not shown. The Spanish Numanica and Vitoria are obsolete but available for coastal defense. They were armored cruisers in their day but could no longer do that job. Some Spanish ships are not shown. They were so obsolete or in such terrible repair that they never left harbor.
The land units are straightforward, in spite of a few apparent anomalies. A few US units improve their ratings because the volunteers would gain experience. In some cases lesser units were combined to gain one good gaming piece. This game does not try to simulate the details of land warfare of the period. Instead, the strategic overview is stressed. Happily, with this design increased access to information has allowed the game to show greater land unit detail.
The Philippines land campaign has been excluded from this game. If you pull out your history books, you will discover that other than the naval battle, there was no serious fighting there. At no point in the game’s development did I include the Philippines. Action there would have no effect on play in the Caribbean. The transfer of ships from or to the Caribbean was not practical and Spanish Admiral Camara’s relief squadron may never have reached the Philippines. Even so, for completeness we include the Battle of Manila Bay, one of the most lop-sided battles in history. The Philippines campaign had more to do with European rivalry than with local Spanish ability to resist.
Regardless, Commodore Dewey’s dramatic entry into Manila Bay affected the game from the beginning. The first thing every gamer will want to try is to “pull a Dewey”. It just was not going to happen when you consider that US naval command at the time vigorously argued against risking serious damage to their ships for such small return. Therefore, much of this detail was dropped during development.
We could not drop torpedoes. At this time the fear of the torpedo, “that infernal device,” was perhaps excessive. Many were duds, torpedoes could be dodged or destroyed, and the effectiveness of the weapon systems depended upon hitting an important part of the ship. Furthermore, the Spanish 14-inch torpedo was poor when compared to the US 18-inch torpedo. Yet it was understood that many ships of the era were not well compartmentalized, and the armor belt usually did not extend sufficiently below the waterline. An admiral would be particularly embarrassed if he lost his battleship to such a small and cheap explosive device. Even the influential Captain Alfred T. Mahan, serving as advisor to President McKinley, opposed taking risks with the armored ships, saying, if we lost a battleship, it could not be replaced.”
The fear of coast artillery was perhaps most responsible for the reluctance to enter an enemy harbor. In Manila Bay, Dewey stayed out of coast artillery range for the most part even though he outgunned the Spanish coast batteries. Cuban harbors were far smaller and well covered. The several duels with coast artillery at Santiago, San Juan, and elsewhere seemed to magnify the risk to U.S. naval theoreticians. That most Spanish coast artillery was ineffective was not appreciated until after the war. Spanish defenders had largely bluffed the U.S. with ancient muzzle loaders, some pieces dating back to the mid-1600s. Many of these museum pieces now sit around US military academies. Havana had all the modern heavy guns, but many of those batteries were not mutually supporting.
Naval combat became the ultimate arbiter of victory in this war. The crucial naval variables at play in these fleets include different mixes of gun types, the generally faster speed but lighter armor of the main Spanish ships, and the large number of fleet auxiliaries. The implied tactical effects of long range gunnery versus short range gunnery provide the central design feature for naval combat and the great variety of weapons types, all firing at once, forces a differentiation by range. The probability of a hit on the gunfire table should be lower to reflect actual results. This was a function of crew training. The game fire results are purposefully accelerated to better reflect what the admirals expected and as a game design mechanism to speed play. Ships do not always sink when they take the last hit; they could have been beached, captured, or reduced to a pile of scrap.
Let me take this opportunity to express my sincere appreciation to contributors Dennis Bishop and Richard Diem. Dennis helped me with one game previously and again helped for this design and selflessly helped many in
The Spanish-American War
the hobby. Richard has helped on many of my games over the years offering important suggestions and commentary. Sadly, both gentlemen passed away, they will be missed.

GAME CLARIFICATIONS COUNTERS
•The “San Augustin” COALmarker should instead read “Restormel” as it is assigned to the Restormel Col ship unit.
• [Santiago]The “55 Asia” unit should have the designation “1/55 Asia.”
• The order of battle (pages 40-42) may differ from the game counters.
UNITS EXCLUSIVE TO SCENARIOS OR CAMPAIGN GAME
All scenario and campaign displays are correct.
•The following units are in the Campaign game only and not in any scenarios (they correctly do not appear on any scenario displays): Spanish: 2 Barcel, Cadiz; American: 23 Kan, 5 Ohio, 5 Vol, 9 Vol, 8Ill.
• The Charlston appearsinScenario4onlyandnotintheCampaigngame.






CAMPAIGN EXPANDED SEQUENCE OF PLAY
A. STRATEGIC SEGMENT
1. Turn Record Phase - Advance the Turn marker one space along the Turn Record Track to show the start of a new turn.
2. Campaign Events Phase [22.0] - Each player draws one Campaign Events marker.
3. Campaign Weather Phase [17.3]
4. Reinforcements Phase [17.4]
B. NAVAL OPERATIONS SEGMENT
1. Spanish Naval Repair Phase [18.6] - Place Naval repair markers
2. Spanish Loading Phase
a. Load coal [19.3]
b. Load land units [19.4]
c. Load cargo [19.5.3]
d. Load torpedoes
3. Spanish Naval Movement Phase [18.0]
4. Spanish Search Phase [20.0]
5. Spanish Naval Combat Phase. - Naval combat continues indefinitely until either Disengagement occurs or one side is destroyed. Both players conduct the following:
a. Form Battle Line [4.1]
b. Determine Range [4.2] skip for Round One (Long Range)
c. Naval Gunfire [4.3]
d. Torpedo Attacks [4.4]
e. Disengagement [4.5] - Conduct Naval Bombardment by the same sequence but only up to six rounds.
6. US player Naval Phases - Same as Spanish Steps 1 through
5. US completes all loading during US Loading Phase
7. Naval Recovery Phase
a. Spanish complete all loading
b. Remove Naval Repair markers and remove that number of damage points from ships
c. Declare Naval Raid [21.3]
C. LAND OPERATIONS SEGMENT
Following the Naval Operations Segment both players will conduct a Land Operations Segment twice, Steps 1 through 10, to complete each Campaign Game turn.
1. Supply Status Phase (Both players)
a. Trace a Supply Route [8.3] for all units on tactical maps in play.
b. Place OoS markers on units newly found to be OoS.
c. Remove OoS markers this phase from units, when they trace their Supply Route.
2. US Land Reinforcements Phase - The US player places land units from sea (naval transports) onto Base units (up to the stacking limit).
3. US Amphibious Landing Phase [13.0]
a. Placement. Take units from the transport naval units and place them on desired sea hexes within the Land map.
b. Coast artillery gunnery [13.2]
c. Unopposed Amphibious Landing units move onto the coastal hex.
d. Place a Base marker on the invaded coastal hex onto which invading units moved [13.1.6].
4. US Land Movement Phase [8.0]
a. Conduct ground unit movement for all units.
b. Units just landed move at reduced MA [13.1.5].
c. Amphibious withdrawal [13.3.2]
5. US Combat Phase - The US player declares and then resolves each combat he desires in the order he chooses. Combat is required for units conducting Amphibious Landing against an enemy-occupied coastal hex. Follow the steps below separately for each combat.
a. The active player declares a combat.
b. The active player (then defender) designates his Lead ground unit and artillery support.
c. The defender allocates his artillery support.
d. Total the unit strengths for each side. Determine final Combat Odds.
e. Total all applicable attacker and defender DRMs. Net the DRMs: limit of + or - \3.
f. Find the correct column on the designated CRT. Roll the die and apply the net DRM to obtain the combat result.
g. Remove step losses, defender first.
h. Conduct retreats, including retreat through an enemy ZOC [12.4], of 2 hexes.
i. Advancing after Combat [12.5]. At least one of the surviving attacking units must occupy a vacant Defender hex. Now repeat the procedure above, a through h, for each combat.
6. Spanish Land Reinforcements Phase
a. The Spanish player creates and places “Marina” land units [17.6.1].
b. The Spanish player determines whether land reinforcements arrive for each tactical map in play [7.3].
c. Spanish ships at a port can unload.
7. Spanish Land Movement Phase - Same as US Land Movement Phase
8. Spanish Combat Phase - Same as US Combat Phase
9. Recovery Phase (both players)
a. Remove US Base markers [13.1.7].
b. Move transports back to sea zone.
c. Reposition US Base markers onto a coastal town or port, as desired.
d. Turn Supplied Fired artillery to their active side [10.4.2].
e. Conduct Rally [Campaign Event].
f. Yellow Fever determination and effects [17.5].
g. Campaign Game: Remove Naval Repair markers at the end of the second Land Operation.
10. Victory Conditions Phase (both players)
a. Honors of War [23.2]
b. Check the scenario, or campaign, victory conditions for the end of the game.