Hand of Destiny Series

Game Title: Custer’s Final Campaign 

Game Released: July 2012

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. 

SCENARIO
CUSTER’S final campaign

23.0 INTRODUCTION
Custer’s Final Campaign is a two-player wargame of the Yellowstone-Little Bighorn Campaign of 1876. It pitted  elements of the US
Army, spearheaded by Custer’s 7th Cavalry,
against the various tribes of Plains Indians and saw their  last great battlefield victory.US Army units represent regiments or detachments, approximately 200-800 men per unit. Indian cavalry are approximately 300 warriors per strength point.
 
24.0 FORCES
First Player: controls all US Army units.
Second Player: controls all Indian units. Note: all Indians units are warbands except Camp and Akacita.
Units

C: Crook Column	FW: Far West
G: Gibbon Column	T: Terry Column

25.0 HOW TO SET UP THE GAME
25.1 Indian Units 
Set up first
On Greasy Grass, Bighorn Mountain, and/or points immediately connected to them: Hunkpaka, Oglala, Black Foot, Cheyenne, Brule, Miniconju, Sans Arc; Camp-A, Camp-B, Camp-C. 

25.2 In the Indian Recruit Box
Akacitas, Agency-A, Agency-B Indians. 

25.3 Cards
Shuffle all Indian Campaign Cards together and place them face down. 

25.4 US Army Units 
Set up second
In Fort Lincoln (Terry Column): 7th Cavalry, 6 & 17th Infantry, “T” Gatling, “T” supply, “FW” River Fleet.
In Fort Fetterman (Crook Column): 1/2 & 3 Cavalry, 4 & 9 Infantry, Cody Irregulars, “C” supply.
Counter Errata: 3rd Cav is in Crook’s Column.
In Helena (Gibbon Column): 2/2 Cavalry, 1/5 & 7 Infantry, “G” Gatling Gun, “G” supply. 
In Fort Fetterman, Camp Robinson and Fort Ellis: Garrison units of same name.

25.5 In the US Army Recruit Box
2/5 & 22nd Infantry, 4 & 5 Cavalry, friendly  Irregulars. 

25.6 Cards
Shuffle all US Army cards together and place them face down. 

26.0 GAME LENGTH
The game lasts 11 turns, March to September 1876. Certain months have only one turn owing to weather conditions. 

27.0 HOW TO WIN THE GAME
The US Army player wins the game if at the end of the game there are six or more Indian units in the deadpile. The Indian player wins the game if at end of the game there are four or more US Army units in the deadpile; or, the Indian player wins if at the start of his own turn Indian units occupy at least three of the following points: Helena, Fort Fetterman, Oregon Trail, Black Hills.
Note: any other result is a draw.

28.0 PLACING RECRUITS
Recruits may not be deployed in spaces containing enemy units. Otherwise, place recruits as listed.
US Army. Land units are placed in US Army bases and US Army occupied Forts (including the fort marker). The river fleet is placed on a base on a river. 
Plains Indians. These are placed in spaces occupied by Indian Camps. Akacitas may be placed on any Indian unit. 

29.0 REPLACING ELIMINATED UNITS
When the following units are eliminated, they are placed in the Recruit Box (not Deadpile), eligible to be recruited as replacements.
US Army Garrisons
Supply and Fort units
Indian Akacita and Agency units
30.0 SPECIAL RULES
30.1 US Army Contingents
There are three US Army contingents: the Terry Column, the Crook Column and the Gibbon Column. Each is moved separately via card play. 

30.2 Indians
Generally, the Indian player may move a limited number of units per card. Certain cards will allow for the movement of all Indian units (such as Sitting Bull). 

30.3 US Army Bases
Only US Army units may enter base spaces (they are garrisoned by troops not otherwise shown in the game). 
Note: forts are not bases. Bases count as US Army supply sources.

30.4 Breakoff
Only leaders, irregular cavalry, regular cavalry and fleets may break off.

30.5 Indian Supply
All Indian Camps, and all Indian units within two spaces of an Indian Camp are in supply (regardless of intervening units).

30.6 Akacita Supply
The Akacita unit is always in supply, no matter where it is on the map. 

30.7 Fort marker
There is one fort marker in the game. It may be built by any US Army infantry unit per the fort rule. 

30.8 Special Cards
If the US Army player picks the Sheridan Takes Command card, that player has the option to either: 1) play that card immediately and then remove it from the game; or 2) pick another card and reshuffle it back into the deck without playing. 

If the US Army player picks the Nelson Miles card and the condition on the card is not in effect, pick another card and reshuffle it into the deck without playing. 

If the Indian player picks a card that states “Remove from play on a die roll of 1-3,” roll one die after play and remove it from the game if the die roll is within that range. Otherwise, place it in the discard pile.

Battle Results Table
Die roll		Gatling Firing  		All other units firing
1			-			-
2			-			-
3			-			-
4			Panic one enemy unit	-
5			Panic one enemy unit	Panic one enemy unit
6			Eliminate one enemy unit	Eliminate one enemy unit