Ten
Scenarios including the full two-day campaign game, Jefferson Davis' Plan, McClellan Strikes First, Mechanicsville (1st), "Stripping the Chickahominy Bluffs" and McDowell's Corps to the Rescue.
Comprehensive rule book covering all aspects of the battle including special rules on the Union "Coffee Mill" gun, Balloon Corps, Regimental Leaders, Dangerous Bridge Crossings, Variable Terrain Effects based on historical weather and more!
Useful equipment including two dice, counter trays, magnifying glass and forceps!
Complete set of Charts & Tables, roster sheets and other management tools.
Complete history of the battle, designer's notes and bibliography.
Special Line of Sight (LOS) program to resolve visibility issues between units and save friendships.
Other Information:Each hex is 120 yards across.
Each turn is 20 minutes.
Each strength point represents 100 men (infantry, cavalry) or 1 gun (artillery); Artillery batteries include every gun & type that fought in the campaign including the Confederate's experimental Williams Gun.