<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Across 5 Aprils</title>
	<link>http://www.boardgamegeek.com/boardgame/4047</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 22 Nov 2008 10:31:38 -0600</lastBuildDate>
	<pubDate>Sat, 22 Nov 2008 10:31:38 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Across 5 Aprils II</title>
	<description>&lt;b&gt;ericleesmith wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm working on it. If you look at some of the pictures here, you can see A5A2 being playtested - the miniatures version. Several publishers are interested in it, if I had it finished they would publish it.&lt;/i&gt;&lt;br&gt;Wow, awesome news!</description>
	<link>http://www.boardgamegeek.com/article/2691704#2691704</link>
	<pubDate>2008-10-01T14:55:07+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Thread: Re: Across 5 Aprils II</title>
	<description>I'm working on it. If you look at some of the pictures here, you can see A5A2 being playtested - the miniatures version. Several publishers are interested in it, if I had it finished they would publish it.</description>
	<link>http://www.boardgamegeek.com/article/2687613#2687613</link>
	<pubDate>2008-09-30T04:07:18+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>Great review!  I know it is an old one--but the only one on this game!&lt;br&gt;&lt;br&gt;Thanks for the work!  I'm looking forward to playing Pea Ridge sometime soon.</description>
	<link>http://www.boardgamegeek.com/article/2682531#2682531</link>
	<pubDate>2008-09-28T03:33:49+00:00</pubDate>
	<dc:creator>Merkles Boner</dc:creator>
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	<title>Thread: Re: Across 5 Aprils II</title>
	<description>I'd doubt a second A5A, but in the files section there is a zip with all the rules, charts and counters so that if you have the game you can play the 2nd bull run scenairo.</description>
	<link>http://www.boardgamegeek.com/article/2620192#2620192</link>
	<pubDate>2008-09-05T05:09:26+00:00</pubDate>
	<dc:creator>WebBard</dc:creator>
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	<title>Thread: Re: Need rules</title>
	<description>great news   I tell you   all of us boardgamegeek wargamers always help each other out....I never have not got an answer or help from anyone &lt;br&gt;We may be in different countries but all speak same tongue....wargaming hahaha</description>
	<link>http://www.boardgamegeek.com/article/2589616#2589616</link>
	<pubDate>2008-08-26T01:12:27+00:00</pubDate>
	<dc:creator>heath p avery</dc:creator>
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	<title>Thread: Re: Need rules</title>
	<description>Thank you Heath, I don't need it any longer as another Boardgamegeek has already sent the scanned rules for me, but thank you anyway.</description>
	<link>http://www.boardgamegeek.com/article/2583463#2583463</link>
	<pubDate>2008-08-23T14:53:16+00:00</pubDate>
	<dc:creator>abendoso</dc:creator>
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	<title>Thread: Re: Across 5 Aprils II</title>
	<description>hopefully but unlikely. i think there was to be a 2cd manassas also and other battles not in the 1st one. i traded off 'panzer command' but have wore down the chits of across5aprils so that they are tough to read so we started to roll dice to decide which one to pick so we wouldn't wear then down more. what a game! </description>
	<link>http://www.boardgamegeek.com/article/2576818#2576818</link>
	<pubDate>2008-08-21T14:12:32+00:00</pubDate>
	<dc:creator>nhojput</dc:creator>
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	<title>Thread: Re: Need rules</title>
	<description>Of course   I have a good clear rulebook&lt;br&gt;Ill scan at work tomorrow&lt;br&gt;just let me know your email&lt;br&gt;Im on&lt;br&gt;heath@galaxyfreight.com.au&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2576219#2576219</link>
	<pubDate>2008-08-21T08:35:15+00:00</pubDate>
	<dc:creator>heath p avery</dc:creator>
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	<title>Thread: Across 5 Aprils II</title>
	<description>In the design notes Eric Lee Smith talks about a second installment of the &quot;Across 5 Aprils&quot; system, which should then even include command rules.&lt;br&gt;&lt;br&gt;I guess this second game never materialized.&lt;br&gt;&lt;br&gt;Now that Smith's Panzer Command system has been picked up again, maybe a publisher could renew this system, too?</description>
	<link>http://www.boardgamegeek.com/article/2573462#2573462</link>
	<pubDate>2008-08-20T16:04:12+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
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	<title>Thread: Need rules</title>
	<description>Hi everyone,&lt;br&gt;&lt;br&gt;A few months ago, following various recommendations here on the geek, I bought on E-bay Across 5 Aprils to wet my feet on ACW battles (for the grand strategic picture I have my beloved AHD).&lt;br&gt;&lt;br&gt;But I made a newbie mistake. When I received the game I checked it and saw a booklet that said &quot;rules&quot; so I forgot about it. Mistake. I have just realize that it is the &quot;exclusive rules&quot; booklet, and that I miss the &quot;normal&quot; rules booklet.&lt;br&gt;&lt;br&gt;I hope that someone can help me scanning the rulebook for me.&lt;br&gt;&lt;br&gt;Thanks in advance.&lt;br&gt;&lt;br&gt;Antonio.</description>
	<link>http://www.boardgamegeek.com/article/2568681#2568681</link>
	<pubDate>2008-08-19T09:08:17+00:00</pubDate>
	<dc:creator>abendoso</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		End of the fist day at Gettysburg : confederate victory ! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic314598_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/314598</link>
	<pubDate>2008-03-23T19:04:52+00:00</pubDate>
	<dc:creator>decius</dc:creator>
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	<title>Thread: Re: Dealing with the Combat Chit flaw</title>
	<description>i think that is a good mechanic!&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2080189#2080189</link>
	<pubDate>2008-02-13T21:23:43+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
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	<title>Thread: Dealing with the Combat Chit flaw</title>
	<description>&quot;There is also the neat mechanic that you can call the combat phase at any point in the turn - but only once.&quot;&lt;br&gt;&lt;br&gt;From here; &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/geeklist/20494/item/399708#item399708&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/geeklist/20494/item/399708#item...&lt;/A&gt;&lt;br&gt;&lt;br&gt;I'll have to give that a try the next time I play. &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2078165#2078165</link>
	<pubDate>2008-02-13T02:23:02+00:00</pubDate>
	<dc:creator>Wilhammer</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Back of the box  (1997 printing)  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic292730_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/292730</link>
	<pubDate>2008-01-22T15:49:14+00:00</pubDate>
	<dc:creator>Jasonofindy</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The 1997 edition featured a different image on the front of the box. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic292729_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/292729</link>
	<pubDate>2008-01-22T15:48:35+00:00</pubDate>
	<dc:creator>Jasonofindy</dc:creator>
</item><item>
	<title>Thread: Re: Across Five Aprils Session report</title>
	<description>Thanks !!!&lt;br&gt;&lt;br&gt;I have toyed with that idea. I like digital photos more than the cyberboard (just a preference !!!!). I am working on another AFA scenario as we speak. I hope to post it sometime in the next few weeks. Nasty things like shift work and sleep are getting in the way &lt;img src=&quot;http://files.boardgamegeek.com/images/snore.gif&quot; alt=&quot;:snore:&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1752934#1752934</link>
	<pubDate>2007-09-30T00:42:14+00:00</pubDate>
	<dc:creator>gdcope</dc:creator>
</item><item>
	<title>Thread: Re: Across Five Aprils Session report</title>
	<description>Very nicely done. Would love to see more.&lt;br&gt;&lt;br&gt;One idea: if you are game, record game moves via Cyberboard and post screenshots.&lt;br&gt;&lt;br&gt;In any case, good stuff.</description>
	<link>http://www.boardgamegeek.com/article/1752671#1752671</link>
	<pubDate>2007-09-29T20:00:07+00:00</pubDate>
	<dc:creator>FlatWorm</dc:creator>
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	<title>Thread: Re: Across Five Aprils Session report</title>
	<description>Wow! - Great session report and with pictures even.&lt;br&gt;&lt;br&gt;Eric</description>
	<link>http://www.boardgamegeek.com/article/1623544#1623544</link>
	<pubDate>2007-07-23T21:57:07+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Thread: Re: Across Five Aprils Session report</title>
	<description>Thanks Steve for the compliments. I will be doing another with this game in the near future.</description>
	<link>http://www.boardgamegeek.com/article/1569329#1569329</link>
	<pubDate>2007-06-22T17:37:48+00:00</pubDate>
	<dc:creator>gdcope</dc:creator>
</item><item>
	<title>Thread: Re: Across Five Aprils Session report</title>
	<description>excellent AAR!  Thanks for taking the time to write it up and post. Sure makes me want to break out my copy of A5A and solo a scenario</description>
	<link>http://www.boardgamegeek.com/article/1566701#1566701</link>
	<pubDate>2007-06-21T18:16:09+00:00</pubDate>
	<dc:creator>g0dolphins</dc:creator>
</item><item>
	<title>Thread: Across Five Aprils Session report</title>
	<description>Okay !!!!&lt;br&gt;&lt;br&gt;I will start this Session report/ARR with the statement that &lt;b&gt;I like this game&lt;/b&gt;.&lt;br&gt;Across Five Aprils is the first chit pull game I ever played. It has received bad press due to some obvious faults and some perceived problems. &lt;b&gt;I still like this game&lt;/b&gt;.&lt;br&gt; Now with that out of my system I will say that this game was played with only one rule change and that was “no moving into enemy ZOC’s after the active sides combat chit has been pulled. To save typing here I have not shown the chit pull sequence on each turn. But I have tried to make it clear what happened and in what order.&lt;br&gt;&lt;br&gt;This scenario depicts the main action at First Bull Run. It is an even contest calling for the seizure/holding of the Stone Bridge and two small hilltops behind it to win.&lt;br&gt;&lt;br&gt;&lt;br&gt;First Bull Run&lt;br&gt;&lt;br&gt;The Rebels are awaiting Tyler’s lead division behind Bull Run. The rules declare that this obstacle can only be crossed by bridge or by ford. &lt;br&gt;&lt;br&gt;Turn 1 / 7:00 am&lt;br&gt;&lt;br&gt;Tyler’s 1 brigade and div artillery move to the Stone bridge while 2 and 3 brigades move to Farm ford to try to outflank Evans brigade holding Stone bridge.&lt;br&gt;&lt;br&gt;Bartow, Bee, and the A artillery detachment arrive on the battlefield and move across Coppermine run.&lt;br&gt;&lt;br&gt;Turn 2 / 8:15 am&lt;br&gt;&lt;br&gt;Bartow, Bee, and A  detachment close in on Evans’s brigade at Stone bridge.&lt;br&gt;&lt;br&gt;Hunter’s 2nd division approaches the ford at Sudley.&lt;br&gt;&lt;br&gt;Tyler’s 2 brigade with Artillery attack across the Stone bridge against Evans and are easily repulsed.&lt;br&gt;&lt;br&gt;Cockes A detachment reaches the Van Pelt house overlooking Evans at the Stone bridge and the Farm ford just ahead of Tyler’s 2 and 3 brigade.&lt;br&gt;&lt;br&gt;Tyler’s 2 and 3 brigades arrive at the Farm ford to find it defended by rebel troops on the opposite side.&lt;br&gt;&lt;br&gt;Turn 3 9:30 am&lt;br&gt;&lt;br&gt;Bee and Bartow arrive at Farm ford and relieve Cocke’s A detachment.&lt;br&gt;&lt;br&gt;Cocke’s A detachment moves to reinforce Evans at the Stone Bridge. Cocke’s B detachment and the Potomac Artillery arrive behind Evans and prepare to move to the left flank to guard against reported Union troops moving down from the northern part of the battlefield. Meanwhile Hampton’s brigade is moving north to reach the battlefield crossing the Coppermine run near New Market.&lt;br&gt;&lt;br&gt;With his first assault repulsed, Tyler orders his 1 brigade to move to Poplar ford in an attempt to cross it and outflank the the Rebel positions defending the Stone bridge.&lt;br&gt;&lt;br&gt;The Union 3rd Division under Heintzleman with his 1 and 2 brigades with Artillery approach Sudley Ford.&lt;br&gt;&lt;br&gt; While in front of them Hunter’s 1 and 2 brigades cross the ford and move toward Matthew hill which overlooks the Rebel positions at the Stone bridge. Hunter can see no Rebel troops on the hill. He urges his men on in anticipation of a great victory. &lt;br&gt;&lt;br&gt;At the Stone bridge Tyler orders his artillery to open fire on the Rebels defending the bridge hoping it will cause them to pull back. It has no effect and they continue to hold their positions.&lt;br&gt;&lt;br&gt;Turn 4 / 10:45 am&lt;br&gt;&lt;br&gt;Cocke’s B detachment arrives at Farms Ford with artillery in support. In the distance they see Union troops approaching and dig in. Meanwhile Hampton’s brigade tops Bald hill and continues to move north to face the Union threat.<![CDATA[<div style=''><a href="/image/218593"><img src="http://images.boardgamegeek.com/images/pic218593_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The brigades of Jackson and Smith move north with artillery thru New Market. They are hoping to reach the battlefield before their confederate breathren are overrun. A Union column has been spotted moving across Poplar ford to the north of Farm Ford. General Bee is ordered to take his brigade and intercept them before they outflank the Rebel positions at Farm ford and possibly the entire army. Behind Bee, General Bartow’s brigade is ordered to take up positons on a small rise topped by a small mansion owned by the widow Carter with orders to hold at all costs.&lt;br&gt;&lt;br&gt;After crossing Poplars Ford Tyler’s 1 brigade moves towards the Rebels.<![CDATA[<div style=''><a href="/image/218597"><img src="http://images.boardgamegeek.com/images/pic218597_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Heintzleman’s 3rd division reaches Sudley Ford and crosses it.&lt;br&gt;&lt;br&gt;Hunter’s 1 and 2 brigades reach the base of the Carter House hill and deploy to launch an immediate attack. Bartow’s brigade under fire from Union artillery and outnumbered two to one cannot keep his men in their positions. To keep from losing his men in a rout he orders a withdrawll. Tylers men reach the top of the hill and move to attack the retreating Rebel troops. Bartow ‘s men suddenly faced with a desperate situation hold their position at the bottom of Henry House hill and repulse the Union troops sending them back up the hill in disorder. General Bartow looks on with a smile. They did not let him down after all.&lt;br&gt;&lt;br&gt;Turn 5 / 12:00&lt;br&gt;&lt;br&gt;Hunter’s 1 and 2 brigades reach the Youngs branch creek at the base of the Henry House Hill. Above them they see Hampton’s confederates waiting for them to attack.&lt;br&gt;&lt;br&gt;Hampton watching the Union troops form up for an attack turns in his saddle and watches Jackson and Smith’s brigades arrive at the bottom of the hill. He also has information on approaching artillery reinforcements.&lt;br&gt; His role in stalling the Union advance now complete, General Bartow pulls back his brigade to positions west of the Stone bridge.&lt;br&gt;&lt;br&gt;Heintzlman’s 1 and 2 brigades receive orders to move quickly and reinforce General Hunters attack on the Henry House Hill.&lt;br&gt;&lt;br&gt;General Hunter receives intelligence that there are confederate reinforcements arriving on the far side of the hill and decides to launch his two brigades in an attempt to push Hampton off the Henry House Hill before they can be brought to bear. They reach the top off the hill and are flanked by Jacksons brigade. After a stiff fight the Union troops retreat back down the hill with losses. Jacksons brigade takes up positions were Hampton was holding while Hampton’s brigade moves to the east on a small rise next to the Van Pelt Farm to protect his flank.<![CDATA[<div style=''><a href="/image/218596"><img src="http://images.boardgamegeek.com/images/pic218596_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Tyler moves toward positions held by General Bee’s brigade hoping to flank the Rebels holding the Farm Ford.&lt;br&gt;&lt;br&gt;Turn 6: 1:15 pm&lt;br&gt;&lt;br&gt;Heintzlman’s 1 and 2 brigades move past Hunters retreating troops and move upslope to attack Jackson and Smith atop Henry House Hill.&lt;br&gt;&lt;br&gt;Jeb Stuart’s cavalry arrives in the area with orders to move toward the Stone Bridge.&lt;br&gt;&lt;br&gt;Tyler 1 brigade now moves toward Bee’s brigade atop a small rise near the Van Pelt farm. &lt;br&gt;While the 2 brigade moves across the Farm Ford to attack Cocke’s B detachment.&lt;br&gt;&lt;br&gt;General Bee orders his brigade to open fire on the advancing Union troops. The fire is tremendous and Tyler’s 1 brigade falls back with serious losses. On Henry House Hill Jackson and Smith’s brigades engage the troops advancing on their positions but these Union troops are made of sterner stuff and they hold the firing line against them.&lt;br&gt;&lt;br&gt;Overall CSA commander General P.G.T. Beaureguard now orders General Bartow to take his brigade and reinforce Jackson and Smith atop Henry House Hill.&lt;br&gt;&lt;br&gt;Hunter by now has reorganized his two brigades and orders another attack to support General Heintzman’s troops. They also receive more artillery support. This time they move to attack Hamptons brigade.General Hunter’s brigades now advance on Hampton’s troops also. It quickly appears to both sides that this could be the climax off the battle.<![CDATA[<div style=''><a href="/image/218594"><img src="http://images.boardgamegeek.com/images/pic218594_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Tyler’s 1 brigade charges across Farm Ford and Captures the rebel artillery positions. Outflanked, Cocke’s Rebel troops fall back to the Van Pelt Farm. The brigades of Tyler and Hunter charge up to the Van Pelt Farm and the woods next to it. A stiff firefight begins. Both sides take losses but as Hamptons troops watch, the Union troops are forced to retreat again. Cocke’s troops reform on Bartow’s right flank and contain the Union advance. Atop Henry House Hill, the Union troops attack again. Jackson and Smith’s troops engage them in a lively fire which causes moderate losses on both sides. Both sides retreat a little from the effects of the fire. A stiff counterattack at the last moment forces the Union troops back down hill. Jackson orders his brigade to reoccupy the top of Henry House hill.&lt;br&gt;&lt;br&gt;Turn 7 2:30 pm&lt;br&gt;&lt;br&gt;Hunter’s brigades reform and charge uphill again. &lt;br&gt;&lt;br&gt;Jackson now see’s more reinforcements approaching. This is Early’s brigade with accompanying artillery. At the Stone bridge Cocke’s A detachment and Evans brigade counterattack the now weak Union brigade which captured the Farm Ford. They are joined by Cocke’s B detachment on the Union right flank.&lt;br&gt;&lt;br&gt;The Union commander at Farms Ford is no fool and has seen the buildup for an attack against his positions and knows it will be an overrun. So with a heavy sigh he orders a retreat back across the ford they have fought for all day. The Union brigades of Hunter and Tyler are repulsed again. This time it was relatively easy. The losses are beginning to effect morale and it is showing.&lt;br&gt;&lt;br&gt;Another brigade arrives to reinforce Heintzlman at the base of Henry House Hill.&lt;br&gt;&lt;br&gt;The Union commander at this point conceded the game. &lt;br&gt;&lt;br&gt;&lt;u&gt;Conclusions:&lt;/u&gt;&lt;br&gt;&lt;br&gt;There are two more Rebel brigades arriving on the battlefield. Union casualties are extensive enough to prohibit further attacks. The Stone bride cannot be taken and it is a necessity for any type of win here.&lt;br&gt;&lt;br&gt;I hope you enjoyed this AAR as much as I did. I am sure there were more than a few mistakes made here regarding the tactics, typing, English, and so forth. This was a solo effort so have mercy. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1554447#1554447</link>
	<pubDate>2007-06-15T17:17:00+00:00</pubDate>
	<dc:creator>gdcope</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Union countersheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic176260_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/176260</link>
	<pubDate>2007-01-11T17:17:27+00:00</pubDate>
	<dc:creator>bbhanson</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Confederate countersheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic176259_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/176259</link>
	<pubDate>2007-01-11T17:17:24+00:00</pubDate>
	<dc:creator>bbhanson</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>Update December 2006&lt;br&gt;&lt;br&gt;I found the retreat or attack at poor odds ballet too much the last time this came to the table, and consequently sold the game on eBay.  I love th's game's scale, artwork, and multiple battles, but the combat on chit pull systems needs to be fixed IMHO.</description>
	<link>http://www.boardgamegeek.com/article/1221693#1221693</link>
	<pubDate>2006-12-13T01:48:50+00:00</pubDate>
	<dc:creator>citizen k</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A5A Playtest in Dallas &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic166804_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/166804</link>
	<pubDate>2006-12-07T17:33:05+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A5A2: Miniatures prototype - the final stuggle for Leetown at the end of day 1 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic155139_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/155139</link>
	<pubDate>2006-10-22T05:42:57+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Nicholas and Doug play Across Five Aprils Two: Miniatures for the first time &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic155135_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/155135</link>
	<pubDate>2006-10-22T05:32:55+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Thread: Re: 1 or 2 players</title>
	<description>I played this several times as a solitaire game. Yeah, very good solitaire play of the the normal split brained wargame variety. That is you must make decisions for both sides but the random uncertainty involved in coordinating different formations, it is entertaining as a solitaire game.&lt;br&gt;&lt;br&gt;But no. There are no programmed moves or random events tables that control one side or the other entirely.</description>
	<link>http://www.boardgamegeek.com/article/679644#679644</link>
	<pubDate>2005-11-01T22:37:00+00:00</pubDate>
	<dc:creator>scribidinus</dc:creator>
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	<title>Thread: 1 or 2 players</title>
	<description>Is this game playable solitare?  How so, and how well does it play?&lt;br&gt;Im asking as its classed as 1-2 player and Im about to purchase it and I will have to play through it in order to understand the rules for my gaming group.&lt;br&gt;&lt;br&gt;Is there a variant that allows for good solo play?</description>
	<link>http://www.boardgamegeek.com/article/679409#679409</link>
	<pubDate>2005-11-01T20:23:56+00:00</pubDate>
	<dc:creator>2Coats</dc:creator>
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	<title>Thread: Wanna play?</title>
	<description>Just picked up game.  Please get in touch if you would like to play.</description>
	<link>http://www.boardgamegeek.com/article/617189#617189</link>
	<pubDate>2005-09-09T19:15:03+00:00</pubDate>
	<dc:creator>BarryRoy</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>citizen k (#81513),&lt;br&gt;Hello &lt;b&gt;Iain K&lt;/b&gt;, and others, I would LIKE to point out that if YOU happen to like this 'Review', then please make an indication for that, with a 'rating' for this. I've given MINE and others should do the same. I thoroughly enjoyed reading of this and the other folk's bringing up some good, valid 'points' of their own as well. Keep up the great work then guys and we'll see what I can 'arrive' at in this regard.&lt;br&gt;&lt;b&gt;&quot;have a 'Ding Dong!'&lt;img src=&quot;http://files.boardgamegeek.com/images/colonist.gif&quot; alt=&quot;colonist&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/colonist.gif&quot; alt=&quot;colonist&quot; border=&quot;0&quot;&gt;...or '3'!&quot;&lt;/b&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/colonist.gif&quot; alt=&quot;colonist&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/colonist.gif&quot; alt=&quot;colonist&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/colonist.gif&quot; alt=&quot;colonist&quot; border=&quot;0&quot;&gt; &lt;b&gt;*BONUS*&lt;/b&gt; pack!</description>
	<link>http://www.boardgamegeek.com/article/84923#84923</link>
	<pubDate>2005-02-11T11:24:29+00:00</pubDate>
	<dc:creator>GROGnads</dc:creator>
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	<title>Thread: Re: comments</title>
	<description>Steve, I still remember your comment about the artillery rule from my BGG research before I bought the game :-)&lt;br&gt;&lt;br&gt;Parker, you're too kind . . . and who says I have a first career ??&lt;br&gt;&lt;br&gt;Togu, thanks for the quotation.  It raises some excellent points.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/84825#84825</link>
	<pubDate>2005-02-11T00:36:23+00:00</pubDate>
	<dc:creator>citizen k</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>On consimworld, Kevin Boylan, one of the game's developers, had this to say about the attack chit question:&lt;br&gt;&lt;br&gt;The issue of the interaction between the combat chit and attacker retreats bedeviled A5A from its earliest draft, but Eric Lee Smith, the testers and I could never come up with a 'clean,' elegant solution. Eric believed that the combat chit was a fundamental feature of the design, and I agreed with him. The various solutions proposed - either to have each formation attack after it moves, or to prohibit entering enemy ZOCs after it's pulled - strike me as being no better, since they prevent a player from massing his forces both for attack and defense.&lt;br&gt;&lt;br&gt;However, in retrospect, I believe that a workable solution may be found by focusing on the Effect rather than the Cause. That is, the problem isn't so much the Attack chit but the the fact that the 'Defender' can use it gain ground. Accordingly, it might be sufficient merely to prohibit defending units from advancing after combat in response to an Attacker Retreat Before Combat. Here, my logic would be that defending units rarely moved forward from their defensive positions unless they launched a counterattack (a la the 20th Maine at Little Round Top). Otherwise, they would be quite content merely to watch the enemy back off. This alternative would also have the beneficial effect of reducing the 'pushing match' aspect of the game, since attacks would more frequently be launched as a matter of choice rather than obligation.&lt;br&gt;&lt;br&gt;Alternatively, perhaps ALL defending units should be prohibited from advancing after combat, though I suspect that this option would severely distort the existing flow of the game.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/84324#84324</link>
	<pubDate>2005-02-09T18:15:04+00:00</pubDate>
	<dc:creator>toguopp</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>citizen k (#81513),&lt;br&gt;&lt;br&gt;An outstanding review! It is a pleasure to have someone present a concise, informative review of a game, both in terms of size, method of play, complexity, and overall feel. Thanks for the excellent examples of play (which proved your observations in a convincing, and understandable manner).&lt;br&gt;&lt;br&gt;Really, you should consider a second career as a reviewer of wargames.</description>
	<link>http://www.boardgamegeek.com/article/84317#84317</link>
	<pubDate>2005-02-09T17:53:55+00:00</pubDate>
	<dc:creator>mcondor</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>citizen k (#81513),&lt;br&gt;&lt;br&gt;Great review.  From the few times I played, I recall the same frustrations you mention for battle resolution when you pull the chit requiring attacks to all adjacent hexes.  I also had a question about artillery that was never resolved (although I forget it now).&lt;br&gt;&lt;br&gt;You mention you like the chit-pull system.  The first game I recall ever using this was FirePower!  There’s a game I would like to see updated with more modern equipment.&lt;br&gt;&lt;br&gt;Your article makes me want to get out both again!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/82981#82981</link>
	<pubDate>2005-02-04T23:18:15+00:00</pubDate>
	<dc:creator>g0dolphins</dc:creator>
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	<title>Thread: User Review</title>
	<description> In Summary &lt;br&gt;&lt;br&gt;This is an accessible wargame that captures the tenor of Civil War era combat without resorting to complex rules or cluttered game play.  It's challenging, quick, and fun.  With five battles of varying size and balance to choose from and excellent solitaire playability, Across Five Aprils is a solid value as well.&lt;br&gt;&lt;br&gt;However, the mechanics result in some odd quirks, and as with any American Civil War game, the defender has an advantage and the Union always gets reinforcements.  &lt;br&gt;&lt;br&gt;I give this game a 7 / 10 on BGG's scale while individual battle run from 3-8.  Across Five Aprils is a very good game with which to introduce new comers to wargaming, but they must play the Union side or risk becoming frustrated by the challenge facing the Confederate forces.&lt;br&gt;&lt;br&gt;&lt;br&gt; Background / Theme &lt;br&gt;&lt;br&gt;Across Five Aprils encompasses five battles that took place during the American Civil War.  The first battle of Bull Run, Pea Ridge, Shiloh, Gettysburg, and Bentonville.  The game's designer, Eric Lee Smith, does an excellent job of capturing each engagement's temperament, as well as the command difficulties and defensive tactics that dominated this era in warfare.&lt;br&gt;&lt;br&gt;&lt;br&gt; The Bits and Pieces &lt;br&gt;&lt;br&gt;The components are heavy stock paper map / cardboard counters, par for the early 90's when the game was produced.&lt;br&gt;&lt;br&gt;The game's five maps are printed on two, 22 by 32 inch sheets, with high graphic quality.  The only negatives being a difficulty in seeing hex numbers in some terrains and the occasional question as to whether a creek is a stream.&lt;br&gt;&lt;br&gt;The 352 counters are large, 5/8 inch format, with silhouette type graphics.  The graphics come in four flavors (cavalry, artillery, Union infantry, Confederate infantry), and won't win any awards, but they serve their purpose cleanly.  It's very helpful that counters have ID's noting their battle and setup location / reinforcement turn noted on them.  The units have attack, defense, and movement values which are color coded to indicate their parent formation.  This is a nice idea, but some of the colors used can prove difficult to read.&lt;br&gt;&lt;br&gt;&lt;br&gt; The Mechanics &lt;br&gt;&lt;br&gt;Across Five April's uses a &quot;chit pull&quot; system to simulate the chaos of battle.  At the start of each turn (representing a few hours on the battlefield), players place game counters, or chits, representing each division able to move and fight in the turn, into a cup or other container.  These chits are then drawn, one at a time, allowing the associated units to move.&lt;br&gt;&lt;br&gt;The cup usually contains two combat chits, one with the American flag and one with the Confederate.  When one of these is drawn, that player &lt;u&gt;must&lt;/u&gt; engage &lt;u&gt;all&lt;/u&gt; adjacent enemy units in combat, or withdraw his units before combat.&lt;br&gt;&lt;br&gt;Thus units rarely move as fluidly as their commander would like, and combat can occur at any time.  &lt;br&gt;&lt;br&gt;Movement uses a standard, cost to enter each hex approach, while combat uses an odds ratio CRT with terrain benefits shifting ratio columns.  There will be plenty of dice rolling, as each skirmish uses two CRT's with both attacker and defender rolling a die.  One determines how the skirmish effects the defender and the other how it effects the attacker.  Both can suffer losses, both can retreat.  All units involved in a skirmish that results in a step loss to one of their comrades must also roll a morale check or retreat an additional space.&lt;br&gt;&lt;br&gt;&lt;br&gt; Game Play &lt;br&gt;&lt;br&gt;The great strength, and at times weakness, of Across Five April is its implementation of the chit pull system.  On the plus side, it's very easy to use and captures the chaos and frustration of commanding an army of this era.&lt;br&gt;&lt;br&gt;On the other hand, it can feel very artificial at times, especially in regards to column marching and combat.&lt;br&gt;&lt;br&gt;Let's start with column marching situations, where you have a few divisions moving down a road in line, or entering the board at a reinforcement location.  If units in the back of the line draw their movement chit first, they have to leap frog units in front . . . or worse they may be unable to move forward due to stacking limits in the hexes in front of them.&lt;br&gt;&lt;br&gt;This may well capture the frustration of moving large marching formations, but it feels like it's going to far.  Shouldn't units in front be allowed to move before units in the columns back?  Isn't that [u}why&lt;/u&gt; marching was invented, to organize the movements of large units?&lt;br&gt;&lt;br&gt;This issue comes to the fore in the Shiloh battle should the Confederate player attempt to enter the board and drive east to the river before engaging the Union forces.  Johnny Reb beware, in Across Five Aprils such a maneuver can be awkward and time consuming.  &lt;br&gt;&lt;br&gt;This should not be confused with a situation that happens quite often where certain key arteries funnel advances on the enemy position.  Given that these situations are at or near the points of combat between forces, I have no problem with the logjams that result.  In fact, it captures a fundamental problem facing commanders of the day.&lt;br&gt;&lt;br&gt;The far more concerning result of the system is seen in combat.  Again, not a damning issue, but it occurs so frequently and is such an integral part of play that it can turn players off the system altogether.&lt;br&gt;&lt;br&gt;In short, the combat system results in a kind of ballet, where units jockey back and forth across the battle line.  This results from three interacting mechanisms: the random manner in which formations move, the requirement to attack all adjacent units, and the way in which combat is randomly initiated.&lt;br&gt;&lt;br&gt;Let me illustrated with an example.  You are assaulting an enemy position, to do so with a reasonable chance of success you need to bring units of two different formations to bear on the defender's hex.  Keeping in mind that if your combat chit is pulled your units must attack &lt;u&gt;all&lt;/u&gt; units in their zones of control or retreat.  OK, so let's say you pull the chit for your first formation and move those forces into position, but before the second formation's chit is pulled, your combat chit is drawn.  You have a problem, whether to press forward your attack with the first formation's units alone, at unfavorable odds, or retreat from combat.&lt;br&gt;&lt;br&gt;Let's assume you abort your attack and withdraw to avoid a suicidal skirmish.  Now the defender can advance into the hexes you vacated.&lt;br&gt;&lt;br&gt;Thus units often advance, not because of successful combat, but due to aborted attacks by their enemy.&lt;br&gt;&lt;br&gt;Another artificial consequence of this interplay of rules, revolves around the question of whether your combat chit has been pulled for the turn yet.  For example, say my combat chit has been drawn already and yours hasn't.  I want to get units next to your units almost everywhere possible, so that when your combat chit, inevitably is drawn, you have to choose between suicidal attacks or retreating.&lt;br&gt;&lt;br&gt;It's almost as if the combat system works in reverse, and you see more success with your units adjacent to the enemy when their combat chit is drawn then you do when your combat chit is.  I have seen many a ridge cleared, not through battle, but simply by being adjacent to defensively superior units (which aren't entrenched) when those defenders are forced to attack or retreat by their combat chit.&lt;br&gt;&lt;br&gt;Finally, this interplay of mechanisms puts a premium on artillery.  Artillery is fantastic on defense, but it's attack value isn't as high and is half when firing into non-adjacent hexes.  However, this can be incredibly valuable, as ranged artillery bombardments against units fulfill the &quot;must attack all adjacent units&quot; criteria, allowing your adjacent units to focus their assaults on specific hexes while ignoring the bombarded ones.&lt;br&gt;&lt;br&gt;This ballet, as I refer to it, is a fundamental result of the game's rules, and an understanding of its ramifications is essential for success.  Some players find this ballet too artificial or &quot;gamey&quot; and this ruins the game for them.&lt;br&gt;&lt;br&gt;I don't want to sour you to the game.  Across Five Aprils a fluid, fun, and challenging game with battles that play fast and have unique flavors.  Most battles give both sides an opportunity to press forward at some point and capture the challenges facing the respective commanders.  &lt;br&gt;&lt;br&gt;Since attacking in this era of combat, was a difficult proposition, and most of the battles find the Confederate forces on the attack, they are often hard pressed to win.  I'd recommend that inexperienced players learn the system while commanding the Union forces.&lt;br&gt;&lt;br&gt;Given that individual battles can be played in 30 minutes to four hours, you can easily choose one that fits the time available.&lt;br&gt;&lt;br&gt;That having been said, a brief note on each of the five battles is in order.&lt;br&gt;&lt;br&gt;Bull Run (1st)&lt;br&gt;With 25 units, Bull run is the smallest battle in the game.  It's a very fluid situation however, and I recommend it as the first battle to play.  It is also the only battle where Union forces are on the offensive from the start.  A handful of Confederate units attempt to hold off the Union forces as reinforcements trickle in.  Either side has an equal chance of winning, and the situation lets newcomers familiarize themselves with the &quot;ballet&quot; I've mentioned before engaging in larger battles.  With very good replayability, Bull Run rates this an 8/10 using BGG's system.&lt;br&gt;&lt;br&gt;Pea Ridge&lt;br&gt;This largest battle in the Western theater sees two columns of Confederates attacking scattered Union forces in a very wooded area.  Typical of most of these battles, the Union forces are constantly being reinforced and eventually have more strength on the map then the Confederates, the tide turns and if the Rebs haven't won the battle on the first day they can be hard pressed to avoid a substantial Union victory (the historical result).  &lt;br&gt;&lt;br&gt;The best chance for Confederate victory seems to rest in the variant that allows all units to attack together instead of in two prongs, but this is still a tough go.  You probably won't replay this one very often, and so I rate it a 6/10.&lt;br&gt;&lt;br&gt;Bentonville&lt;br&gt;Maligned as the Runt of the litter.  This often ignored battle begins with the Confederate units forced to attack into woods and swamps in a surprise attack gone wrong. The defending Union forces are steady reinforced and the Confederates see their chances of victory evaporate with the morning mists.  An excellent historical simulation, but the battle produces a game with near nil replayability, a 3/10. &lt;br&gt;&lt;br&gt;Shiloh&lt;br&gt;A classic Civil War battle, with a reason.  On the first day, the Rebs came so close to victory, and on the second day the reinforced Union forces get to go on the offensive.  I believe this might be the best game in the bunch.  The challenge facing both sides is captured well, and both have a good chance to win.  The Confederates must win on the first day, I've yet to see them do so without taking the Snake Creek bridge, a victory hex that shuts off a portion of the Union's reinforcements.  But there are enough units to fully realize the game system's potential while leaving you with the &quot;just one more game&quot; feeling.  Be warned, if you eyes glazed over in the above discussion of column marches, the chit pull system can put the kibosh on most attempts to end run east to the river.  The battle has excellent replayability and rates an 8/10.&lt;br&gt;&lt;br&gt;Gettysburg&lt;br&gt;This is the biggest of the battles, and uses a full map and half of the game's counters.  Like most Gettysburg simulations, things never turn out exactly as they did that day in July 1863.  The Confederate has a good chance of winning the first day if they press their advantage and cease on of the victory hexes on Cemetery Ridge.  Unlike the other battles, the Rebs are not advancing through deep woods and can &quot;knock&quot; Union units off their ridges and into open fields.  Note that defending the town hexes of Gettysburg is disadvantageous to defenders and cost more then open ground to move through.   &lt;br&gt;&lt;br&gt;The second day usually sees battle lines drawn along Culp's Hill and Cemetery Ridge (in the historic &quot;fishhook&quot;) as well as in the region of the McMillan and Pitzer farms.  Forces have often dug breastworks during the night and the battle's tenor changes into a slugfest.  Be wary that units in breastworks do not need to attack adjacent enemies, but if they join in a failing attack, they will have to retreat out of their fortifications.  Again a case where the defender advances better on defense.&lt;br&gt;&lt;br&gt;The question for the Rebs is whether to sweep Longstreet's units South of the Pitzer farm area to press against the round top area, or to reinforce his battleline and try to take Cemetery Ridge or Culp's Hill.  Either way, the remainder of the battle sees stacks of units tipping against one another and grinding their way towards one sides victory due to casualty ratios.  Not as fun as the first day's events.  We often play with a house rule that the Confederates win or loose on the first day, period.  This cuts game time from four hours to an hour, but does stack the deck against the Union (for a change).&lt;br&gt;&lt;br&gt;Playing the full three days, I'd rate this battle an 6/10, for our &quot;first day only&quot; variant, an 8/10.&lt;br&gt;&lt;br&gt;&lt;br&gt; Conclusion &lt;br&gt;&lt;br&gt;Given all that's been said, I would recommend buying Across Five Aprils.  &lt;br&gt;&lt;br&gt;Despite the quirks I've discussed in detail, Across Five Aprils delivers plenty of bang for the gamers' buck: three of its five battles have above average replay value, playing time is short, the learning curve is quick, solitaire playability is excellent, and all this is accomplished while capturing the flavor of the situations facing commanders of the era.  &lt;br&gt;&lt;br&gt;Granted, these situations are not necessarily balanced, the defender often has an advantage, and time is on the Union's side, but that's the way it was.  &lt;br&gt;&lt;br&gt;I wholeheartedly join in praising Smith for Across Five Aprils, and hope to see other battles released using the same system.</description>
	<link>http://www.boardgamegeek.com/article/81513#81513</link>
	<pubDate>2005-02-01T18:57:14+00:00</pubDate>
	<dc:creator>citizen k</dc:creator>
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	<link>http://www.boardgamegeek.com/image/56276</link>
	<pubDate>2004-10-12T12:42:10+00:00</pubDate>
	<dc:creator>gnoccarello</dc:creator>
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	<link>http://www.boardgamegeek.com/image/14168</link>
	<pubDate>2002-11-01T18:57:18+00:00</pubDate>
	<dc:creator>willburnham</dc:creator>
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