


La guerra del signor Lincoln
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From Bull Run to Appomattox, each game rewrites America's bloodiest history.
What it's about
The entire American Civil War in one box
Mr. Lincoln's War is the definitive re-edition of two classic historical wargames — Army of the Tennessee and Army of the Potomac — now combined in a single box set with mounted maps and a grand campaign covering both fronts of the American Civil War from 1861 to 1865.
Take command of the Union or the Confederacy, build armies with volunteer calls and conscriptions, create naval fleets to break or impose the trade blockade. Each turn represents a month of war: battles are fought at Shiloh, Gettysburg, Atlanta, until the surrender at Appomattox.
The box is organized into two sub-games with identical rules — differing only in scenario victories and production — which combine into the complete grand campaign. A medium-complexity system designed for the serious wargamer who wants historical depth without hundred-page rulebooks.
From the game experience
Two fronts, one war: Mr. Lincoln's War grand campaign is one of the rare wargames that truly balances you between East and West — every decision on one front has consequences on the other.
The secret of Mr. Lincoln's War in one line
The navy is not a detail: deciding whether to use resources for the naval blockade or to reinforce the land front is often what separates victory from defeat in campaign scenarios.
From the game experience
Mr. Lincoln's War
The system works well for solo play: manage both fronts as a pure historical simulation. Ideal for delving into campaigns without an opponent.
What you'll find in the box
Two campaigns, one war
2 Mounted Maps
East and West of the United States on high-quality hex maps. The Eastern and Western fronts, playable separately or combined.
8 Short Scenarios
Four per sub-game: Shiloh, Gettysburg, Atlanta, and other decisive battles. Lasting 2–6 hours, ideal for introducing the system.
3 Campaign Games
Eastern campaign, Western campaign, and the full grand campaign. 10+ hours for those who want to relive the entire war.
Navy and Naval Blockade
Build fleets to impose or circumvent the trade blockade. A strategic dimension that radically changes the economic balance.
Every game of Mr. Lincoln's War is a history lesson you haven't read yet. The outcome is never certain — and history rarely repeats itself in the same way.
📖
RulebookEnglish · two scenario booklets included
A game in five acts
What happens at the table
Not the rules. The experience.
The first moves: recruit or attack?
Maps are on the table, pieces at starting positions. 1861 is still open. Whoever plays the Union knows they have resources — but also knows that the Confederacy can hold out for a long time if they position themselves well. The first dilemma is already there: build armies or press immediately?
The naval blockade changes everything
You've built a fleet. Now the Confederacy can no longer export cotton, resources dwindle, reinforcements are delayed. Your opponent knows this — and begins to make desperate moves on the ground front to compensate. Economic warfare works, but it costs time.
Gettysburg or Vicksburg — you can't do both
In the grand campaign, there comes a moment when both fronts speak simultaneously. At Gettysburg, Lee presses. In Tennessee, Grant needs support. Resources aren't enough for both. Choose poorly and one of the two campaigns is lost. The table falls silent.
Sherman's march — when the plan becomes history
You've cut the Confederacy in two. Atlanta has fallen. Blue pieces advance towards the sea and there's not enough grey to stop them. On the other side, whoever plays the Confederacy seeks one last desperate move on Richmond — because it's the only way to turn the game around.
Appomattox, or something different
History never repeats itself in the same way. Perhaps Lee held out longer than expected. Perhaps the Confederacy won enough scenarios to bring peace on different terms. Everything is put back in the box knowing that the next game will start with a completely different plan.
How to play
The flow of each turn
Each turn represents a month of war. Four phases that simulate real strategic decisions.
Convert resources into troops. The Union can call for volunteers, then resort to conscription. The Confederacy has fewer men — every loss weighs more. Building or waiting is already a strategic choice.
Move your armies on the hexagonal maps. Railway lines and rivers change movement speed. Occupying key road junctions can decide the campaign before a battle even begins.
Battles are resolved with dice and tables, considering terrain, strength, and morale. Clashes are not automatic — a well-positioned inferior army can repel a numerically superior opponent.
Check scenario objectives and supply levels. Armies without logistical lines quickly lose effectiveness. Victory in campaign games depends on accumulated control over time, not a single battle.
Why it's different from others
Six reasons why it works
Two theaters, one war
East and West are not two separate games — they are two fronts of the same war. In the grand campaign, every resource spent on one front is a resource taken from the other.
The navy changes the economy
The naval blockade is not a detail of the rules — it is one of the most powerful strategic levers in the game. Strangling Southern trade can win the war without major land battles.
Real time scale
One turn = one month. Campaigns last years of in-game time. History feels real: you will see dynamics emerge similar to actual events — not by coincidence, but by design.
Short scenarios and grand campaign
You can play single 2–6 hour scenarios to learn the system, then tackle the full campaigns. Access is gradual without ever sacrificing depth.
Historically-based asymmetry
Union and Confederacy are not mirror images. Resources, production, strategic objectives: each faction requires a completely different approach to win.
Authentic solo play
Managing both fronts in solo play transforms the game into a pure historical simulation. You can test real historical strategies and see where they lead — without a human opponent.
How it ends
Winning the Civil War — in two ways
In short scenarios, victory is defined by specific objectives. In campaigns, it's a matter of attrition and accumulated control over time.
Victory
- Conquer key theater objectives (Richmond, Atlanta, Vicksburg)
- Accumulate enough campaign victory points by the end of the prescribed turns
- Reduce the opponent to an inability to resist — exhausted men, resources, or morale
Defeat
- Lose control of strategic objectives before the time limit
- Your armies are destroyed or cut off from supplies
- The campaign score at the end of the game favors the opponent
Mr. Lincoln's War is one of the rare wargames that allows you to relive the entire American Civil War at an operational scale, on both fronts, in a single box. A feat worth the time it demands.
Frequently asked questions
FAQ about Mr. Lincoln's War
Is it suitable for someone who has never played a wargame?
Mr. Lincoln's War has a medium complexity for the genre — it's not a wargame with 500 pages of rules, but it requires dedication. The short scenarios are designed precisely to introduce the system without immediately tackling the grand campaign. If you have already played strategy games with maps and hexes, the jump is not big. If you're starting from scratch, expect an evening of study before the first game.
Is it worth it compared to the original separate editions?
Yes. This edition combines Army of the Tennessee and Army of the Potomac in a single box set with higher quality mounted maps, adding the grand campaign which allows you to play the entire war on both fronts. It is the definitive edition of the system — no need to look for the original versions.
Can it be played solo?
Yes, the game officially supports solo mode. By managing both fronts, the game becomes a historical simulation where you can test different strategies and see how they unfold. It's a different experience than a two-player game — more contemplative and analytical, less confrontational. The medium complexity of solo play is explicitly indicated in the game specifications.
How long does a game take?
Short scenarios take 2–6 hours. Single campaigns (East or West only) are longer. The full grand campaign exceeds 10 hours. It's not a game for an impromptu evening — but the short scenarios work great as standalone sessions, and also serve to learn the system before tackling the campaign.
Union or Confederacy: which faction is harder to play?
It depends on your playstyle. The Union has more resources but must attack and advance on two fronts — offensive pressure is constant. The Confederacy has fewer men and must resist and wear down: every loss is harder to replace. Many players find the Confederacy more challenging because it requires very precise defensive management, but also more satisfying when it works.
Is it available in Italian?
This is the English edition. Rules, scenario booklets, and game materials are in English. For a historical wargame, a good knowledge of English is recommended to grasp all the nuances of the texts — although many mechanics are based on tables and visual symbols.
Mr. Lincoln's War is a historical wargame for 2–4 players dedicated to the American Civil War (1861–1865). Operational scale with hexes (1 hex = 2.3 miles), one turn = one month of war. Includes two sub-games: Army of the Tennessee (Western front) and Army of the Potomac (Virginia), combinable into a grand campaign on the entire war. Eight short scenarios (2–6 hours) and full campaigns (10+ hours). Supports solo mode (medium complexity). Mounted maps, production system, recruitment, naval blockade. English edition. Available on FroGames.it.
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