



Wilderness: May 5-6, 1864
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You are Lee. The Army of the Potomac is advancing into the Wilderness. You have 48,000 men against their 120,000. The terrain helps you, but every mistake costs lives. In six hours you will know if you have stopped Grant or if the Confederacy has lost the war.
WHAT IT'S ABOUT
The first duel between the two giants of the Civil War
May 5-6, 1864, Wilderness, Virginia. Robert E. Lee and Ulysses S. Grant face each other for the first time. Grant advances with his army towards Richmond, but Lee awaits him in the thick forest. The terrain negates the federal numerical superiority, turning every clash into hand-to-hand combat between brigades that don't see the enemy until the last moment. Designed by Grant Wylie, Wilderness: May 5-6, 1864 is the seventh volume in the Civil War Brigade Series, with artwork by José Ramón Faura, Mark Churms, and Sean Cooke.
At the table, you command brigades, manage supply lines, and use the terrain for ambushes or counterattacks. The system uses hexes, movement points, and control zones to recreate the tactical decisions of Confederate and Union commanders. Five separate scenarios — Orange Plank Road and Orange Turnpike on the two days of battle — allow for games from 2 to 10 hours. You can play both sides solo or challenge an opponent in the full two-day duel.
What they say abroad
A system that recreates tactical choices without overwhelming you with exceptions. Every brigade counts, every terrain matters.
— FroGames
The Wilderness forces you to fight blindly. It's the wargame that makes you understand what it meant to command in that damned forest.
— FroGames
Wilderness: May 5-6, 1864
The game supports solo play in the basic rules: you manage both sides following historical objectives. The experience is complete because there is no bluff or hidden information, but you lose the tension of the psychological duel against a human opponent. Ideal for exploring Lee's and Grant's tactical decisions.
Your command tools
What you'll find in the box
Hard-mounted full color map
The Wilderness theater on a tactical scale. Dense forests, narrow roads (Orange Turnpike and Plank Road), rivers, and hills. Every hex counts; the terrain is Lee's ally and Grant's enemy.
Brigade and commander counters
Confederate and Union units with combat, movement, and morale values. Commanders activate brigades and influence outcomes. Detailed artwork by José Ramón Faura.
Civil War Brigade Series 1.5 Rulebook
Consolidated and updated system. Manage activation, combat, retreats, supplies. Quick resolution tables, historical special cases included.
Five historical scenarios
Orange Turnpike May 5, Orange Plank Road May 5, May 6 scenarios, and the full two-day battle. From 2 to 10 hours of gameplay, choose the commitment level you prefer.
In a few hours, you will have understood what Grant and Lee saw in that forest. And perhaps you will have made different decisions than theirs.
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and initial movements
Choose the scenario, position the Confederate and Union brigades at their historical starting points. Grant advances along the roads, Lee hides in the forest. Studying the map, the two commanders imagine where the first contact will occur. The table is silent, the tension already high.
First clash in the Wilderness
Federal columns enter the forest. Lee unleashes the ambush: a Confederate brigade emerges from the thicket and strikes the flank. Grant must react immediately, but numerical superiority means nothing here. Dice roll, the first brigades falter. The battle has begun.
Fight for the roads
Orange Turnpike and Plank Road become bloody bottlenecks. Every hex costs lives. Grant tries to break through with mass, Lee counterattacks with surgical timing. The forest nullifies maneuvers; everything comes down to who holds the line. The table fills with eliminated counters.
The critical decision
One of the players sees an opening: an isolated brigade, an exposed flank. Does he risk everything to exploit the mistake or reorganize? Grant can throw in reserves and force a breakthrough. Lee can order a tactical retreat and save his best brigades. The dice decide who was right.
Historical or alternative outcome
End of scenario. Count victory points: control of roads, eliminated brigades, objectives achieved. Did Grant manage to push Lee towards Richmond or did the Confederacy stop the advance? Review actual history, compare your choices with those of the generals. Often Grant loses more men but still wins. As usual.
How to play
The flow of each turn
A game turn in the Civil War Brigade Series follows an activation-movement-combat sequence that recreates the rhythm of the 1864 battles.
Roll to see who activates first. Initiative can change during the turn based on events. Whoever loses the initiative reacts, they don't command.
Activate a commander and his brigades. Move units using movement points, respecting terrain and enemy control zones. The Wilderness slows everything down; roads are precious routes.
Declare attacks, calculate modifiers (terrain, support, commander), roll dice. Units can retreat, become disorganized, or be eliminated. Manage casualties and reorganize lines.
Check for victory, remove temporary markers, prepare for the next turn. Update the point track if the scenario requires it. Then restart.
Why it's different from others
Six elements that make the difference
Terrain that dictates the battle
The Wilderness is not just aesthetic scenery: every forest, every clearing, every crossroads alters combat and movement. Lee uses the terrain to nullify Grant's numerical superiority. The table becomes the 1864 forest.
Mature brigade-level system
Civil War Brigade Series is in version 1.5, with consolidated and tested rules across dozens of historical battles. It's not an experiment: it's a reliable simulation engine that works for Wilderness as well as for Gettysburg.
Five independent scenarios
You can play Orange Turnpike or Plank Road separately (2-4 hours), the May 6th engagements, or the full two-day battle (8-10 hours). Choose the commitment based on available time; you don't necessarily have to play the entire campaign.
Credible historical asymmetry
Grant has more brigades but must advance into the forest. Lee has fewer men but knows the terrain and can choose where to strike. Victory conditions reflect historical objectives: Grant wins if he breaks through, Lee wins if he stops the advance. It's not a symmetrical duel.
Clear rules, integrated special cases
The rules include specific historical situations of the Wilderness: dense forest fighting, fires, broken chains of command. You don't need to invent house rules; everything is already covered in the manual.
Quality hard-mounted map
It's not a foldable poster: it's a rigid, durable map that won't wear out after three games. Clear colors, legible hexes, artwork by José Ramón Faura that does justice to history. It's clear that Worthington Publishing knows what wargamers need.
How it ends
How to win and how to lose
Conditions vary by scenario, but all reflect the historical objectives of Grant (advancing towards Richmond) and Lee (stopping the federal advance).
Victory
- Control of key roads (Orange Turnpike, Plank Road) at scenario end
- Elimination or disorganization of a critical number of enemy brigades
- Achievement of territorial objectives within the scenario's turn limit
Defeat
- Loss of control of strategic positions
- Too many brigades eliminated or routed, making it impossible to sustain the advance (Grant) or defense (Lee)
- Failure of historical objectives: Grant doesn't break through, Lee doesn't stop the advance
Wilderness presents you with the same impossible choices as Grant and Lee. Every decision has a price. Every lost brigade is a piece of history that changes. This is what makes a wargame great.
Frequently asked questions
FAQ about Wilderness: May 5-6, 1864
How complex is the Civil War Brigade Series system?
It's a medium-high but manageable complexity. Version 1.5 of the rules has streamlined many steps compared to previous editions. If you've played hex-and-counter games before (like GMT or MMP), you'll get into the game in 30-45 minutes. If it's your first brigade-level wargame, expect one or two introductory games to assimilate activation, combat, and control zones. The manual includes clear gameplay examples.
Can I just play the short scenarios or do I need to play the full battle?
The short scenarios (Orange Turnpike, Plank Road) are completely standalone and last 2-4 hours. Perfect for a single evening. The full two-day battle (8-10 hours) is for those who want the total experience, but it's not mandatory. Each scenario has its own victory conditions and allows you to experience a specific part of the battle. You can play only those and still have a complete experience.
How much does chance matter compared to strategy?
Dice are used in combat, but the outcome depends on the tactical setup you've built beforehand. If you attack with support, a nearby commander, and favorable terrain, the dice confirm your superiority. If you attack blindly with isolated brigades, the dice punish you. Luck exists (as in real war), but it doesn't overturn well-played games. It's simulation, not gambling.
Is it worth getting if I already own other Civil War Brigade Series games?
Yes, if you're interested in Grant and Lee in their first duel, or if you want to explore combat in heavily wooded terrain. Wilderness is different from Gettysburg or Antietam precisely because of the role of the terrain: here open maneuvers don't work; everything becomes close-quarters combat between brigades that don't see each other until the last moment. If you already have other titles in the series, the rules are the same (version 1.5), but the battle is unique. Additionally, the quality of the hard-mounted map and the five scenarios offer a lot of replayability.
Is the game available in Italian?
No, Wilderness: May 5-6, 1864 is in English. The rulebook, scenario cards, and historical notes are in the original language. Knowledge of English is necessary to play, especially for the manual (about 30 pages with examples and tables). The counters use standard military abbreviations; the map is graphic. If you're familiar with wargaming English (orders, ranks, units), you'll have no problems.
Wilderness: May 5-6, 1864 is a tactical wargame for 1-2 players that recreates the historical clash between Ulysses S. Grant and Robert E. Lee on May 5-6, 1864. The seventh volume in the Civil War Brigade Series, designed by Grant Wylie and published by Worthington Publishing, it offers five historical scenarios playable in 2-10 hours. It features a brigade-level system with hexes, movement points, and dice combat, a full-color hard-mounted map, and updated version 1.5 rules. Recommended age 14+. Available on FroGames.it.

Wilderness: May 5-6, 1864
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