Three Days of Gettysburg Deluxe Edition will include ten-plus scenarios. They range from small skirmisher contests on half-sized maps to the ultimate Gettysburg experience on four full full-sized maps depicting the entire battle, including the East Cavalry Battlefield! Other scenarios will depict the first day’s fight for the hills surrounding Gettysburg; the second day’s assault on Sickle’s salient; the third day’s cavalry fight on Cress Ridge; Buford’s defense against Heth as his division approaches Gettysburg using the new skirmisher rules; the July 2nd evening assault on Cemetery Hill; the fight north of town on July 1st, and several others. The game includes smaller scenario maps; experienced players will be able to play many of the scenarios in one sitting. The 3DoG Deluxe edition will include many exclusive rules to represent the special situations at Gettysburg. However, many rules are optional, allowing players to decide what level of complexity they want.
New components include cavalry counters of four strength points or less that allow the player’s tactics to resemble historical cavalry tactics at Gettysburg better. Confederate dismounted cavalry counters allow for the dismounted and mounted fight on the East Cavalry Battlefield. Many artillery units have corrected weapon types, and some batteries can be broken into sections for the smaller scenarios (think of Calef’s battery on the first day!). Additionally, artillery overshoot rules elegantly show the Confederate defective fuse issues.
There are two types of skirmisher units, detachments from infantry and dismounted cavalry and breakdown skirmish units of specialized units. Players will find skirmishers well suited for their historical missions and challenging to move (or remove) unless faced with formed units. The Bliss Farm can be the problem it was in the actual battle.
New rules allow artillery to take losses in lieu of a Disorder result. Now, Alonzo Cushing can make his heroic final stand at the Angle! New rules for when units Collapse allow elite units like the Iron Brigade and the 26th North Carolina to continue to fight as they did historically, even after severe losses. Revised rules better represent how units recover manpower losses; no longer are the better Cohesion units more likely to recover, and players will find it beneficial not to run regiments into the ground. With a new battle-book rule, refused units with plenty of manpower are no longer the weak links in your firing line.
Three Days of Gettysburg Deluxe Edition promises players many hours of enjoyable play on a familiar subject but with a different and more historical feel.
COMPONENTS
Two single-sided 22"×34" maps representing the northern Gettysburg battlefield
One double-sided 22"×34" map for the southern Gettysburg battlefield (back: enlarged Pickett’s Charge map)
One double-sided 22"×34" map for the East Cavalry battlefield (back: Combined map for Longstreet’s 2nd day assault)
One double-sided 17"×22" small-scenario map
One double-sided 11"×17" small-scenario map
Eight counter sheets of combat units and counters (including optional Van Dorn army counters for Into the Woods and errata counters for other GBACW games)
Two 11"×17" (2-sided) Combat Tables Player Aid Cards
Two 11"×17" (2-sided) Terrain Effects Charts + 2nd Disorder Tables & Range Effects Charts w/o Overshoot
One 8½"×11" (2-sided) Turn Record Track & VP/BCI Track
One 11"×17" (1-sided) Union AM Chart
One 8½"×11" (1-sided) Confederate AM Chart
One 8½"×11" (2-sided) Confederate Reinforcement Schedule
One 8½"×11" (2-sided) Random Events Table + Confederate Release Schedule for Longstreet’s Assault
One 8½"×11" (2-sided) Union Reinforcement Schedule, 2-map + Federal Release Schedule for Longstreet’s Assault
One 8½"×11" (2-sided) Union Reinforcement Schedule, 3-map
One 8½"×11" (2-sided) Union Reinforcement Schedule, 4-map
One GBACW Series Rule Book (2026 Edition)
One Deluxe Edition Battle Book
One Deluxe Edition Scenario Book
One Simple Version Rules Manual
One Simple Version Battle Book & Scenarios manual
Two 8½"×11" Simple Version (2-sided) TEC + Combat Charts
Two ten-sided dice
RECOMMENDED AGES: 14+
PLAY TIME: 180-1500 mins
