← Battle-Cry Up Close
Battle-Cry

Battle-Cry 1961

5.6 /10
BGG rating
#25883
BGG rank
1.6
Weight
2–4
Players
2
Best at
60
Minutes
10
Age

Location

Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.

My Copy & Notes

Sign in to see your copy here: the edition, when you added it, and what you paid.

My Notes

Notes are private to their writer. Sign in to keep yours here.

My Prints for Battle-Cry

All 0 on LayerUp

Sign in to see the prints you marked Printed for this game, the insert in the box first.

Expansions & Promos

No expansions or promos on record for this game.

About the Game

One of the American Heritage Command Decision Strategy Games.

This one is the American Civil War game. Each side has 22 pieces (10 infantry, 10 cavalry and 2 artillery), and the starting positions are fixed. The grid is square, with no diagonal movement allowed. On your turn, you roll two dice for movement, resulting in between 2 and 12 movement points to allocate. Infantry moves 1 per pip, cavalry and artillery 2 per pip (a one-square move still consumes 1 pip). Mountains force pieces to pause (they must stop until the next turn). Railroads link stations and can be used to accelerate movement (one station per pip).

Combat is handled by lining pieces up (horizontally or vertically) to face (or flank) an enemy column. You must have battle strength superiority to resolve the battle, and this is done after movement is concluded. Infantry and artillery have combat strength 2, cavalry has combat strength 1. The rear piece then jumps to the other end of the combined columns, and the entire enemy army is removed. To be used, cavalry must have a piece at the front; artillery, if at the rear of your column, eliminates the enemy army without jumping. Artillery cannot attack by itself. Double jumps can happen, if the jumping infantry piece ends up facing a lone cavalry. An open square must exist to jump to, so some map deployments are "safe" --but not against artillery. However, pieces trapped so they cannot move are also removed as if they had lost a battle, so this strategy can backfire.

You win by completely eliminating the enemy army --but a player may concede earlier when a loss becomes unavoidable. The four player game splits command of each army in two, and is played in partnerships.

A really good game, combining a historical theme with rather abstract mechanics.

Filed Under

Categories
Mechanics
Also known as
American Heritage Game of the Civil War · American Heritage: Battle-Cry – A Civil War Game · American Heritage: Battle-Cry – Civil War Game · Battle-Cry!: American Heritage Game of the Civil War
BGG ratings
382 · geek rating 5.50
BGG data
refreshed Sep 7, 2026

Matching filament