This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Across the Potomac (Command #30 Issue game) Across the Potomac is a simulation of the American Civil War campaign of 3rd June - 22nd July 1863. As such, it historically covers the battles of Brandy Station, Seeond Winchester and Gettysburg. Being quite keen on this designer's previous effort, 'Victory in Normandy', I was looking forward to its release. Remcmber the so called 'double blind' games that enjoyed a brief popularity some time ago? They featured two identical maps, each player moving his own units on his own map. Markers were uscd to designate the known positions of enemy units. Although they never caught on, the result was usually a very tense and exciting game. The drawback was that an opponent that you could trust was absolulely vital. Across the Potomac is just such a game, but can be played on a single map, solo if necessary. A game turn starts with an administrative phase. Players receive reinforcements, make any required withdrawals and roll a die to determine weather. Bad weather has a very detrimental effect on movement. Both players complete this phase simultaneously. The Confederate player turn starts with the allocation of command points. A player can spend his command points on one of three functions. Firstly, a point can be spent to activate a unit/stack to engage in combat with an adjacent enemy. Units involved are removed from the map and placed on a seperate battle card in two opposing groups. The attacker's artillery fires first, then all defending units return fire before the remaining attacking units fire. Combat is resolved in a manner similar to GDW's 'A House Divided' except that units are reduced in strength by steps, often involving replacement counters for lower combat values. A few special rules exist for flank attacks, heavy artillery and cavalry. Units that are involved in combat become fatigued. Command points can also be spent for units or stacks to move. Movement factors are fairly low, but can be increased by using roads or force marching, but this also causes fatigue. The final use for command points is to enable friendly units in enemy towns to forage. This action's sole effect is to earn the player victory points. Units that take no action in a turn are resting and, if fatigued, recover as a result. The Union player then follows the same sequence, but generally has fewer command points. Being a double blind game, a few rules exist for probes and cavalry patrols, both useful for finding out where the enemy are, how many units are in the hex, but not their exact strength. Like all the rules in this game, they are relatively simple and, though not for beginners, players with only a little experience should be able to master them easily. As I had hoped, Across the Potomac is a fantastic game - if you have a trustworthy oppponent with whom to play double blind. Although possible, playing on a single map, or solo, it loses most of what makes it interesting and its fifty turns can become rather tedious. However it was designed to be double blind and if played that way, I would pronounce it excellent! Alan Sharif