Terrible Swift Sword: Battle of Gettysburg Game (often abbreviated TSS) is a grand tactical regimental level board wargame published by Simulations Publications, Inc. (SPI) in 1976 that simulates the Battle of Gettysburg during the American Civil War. A second edition was published by TSR in 1986. Description TSS, with over 1000 counters, is classified as a "monster" wargame; as one of the largest board games ever produced, it often takes longer to play than the actual 3-day battle of July 1–3, 1863. The game's title comes from the third line of the Battle Hymn of the Republic: "He hath loosed the fateful lightning of His terrible swift sword." Components The game box contains: Three 22" x 34" paper hex grid maps scaled at 120 yd (110 m) per hex 32-page rulebook 2000 die-cut counters historical situation briefing booklet various play aids six-sided die Gameplay Each daylight turn represents 20 minutes of the battle; each night is divided into 8 turns representing 1 hour each. The game includes several scenarios that can be played separately: The First Day (29 turns) The Second Day (40 turns) Little Round Top (6 turns) The Third Day (Pickett's Charge) (21 turns) Or the players can simulate the entire battle in the "Grand Battle Game: The Three Days of Gettysburg", which takes 149 turns, requiring about 50 hours of playing time. When a unit suffers losses, it does so in steps of 100 men. This also affects morale, since each unit is rated for how many strength points it can lose before its Brigade Combat Effectiveness is destroyed. Such a unit cannot initiate melee and is more susceptible to rout. Each side has leaders as well at the Army, Corps and Division level (and Confederates also have Brigade leaders.) Units must stay within a certain distance of their leader in order to move. Only two units of up to 8 strength points can be stacked on a hex, and only the top unit can fire and take damage. Each turn begins with a number of phases: First player Offensive artillery Other player Defensive artillery First player Movement Other player Artillery fire (any units that have not already fired) First player Artillery fire (any units that have not already fired) Other player retreats units threatened by melee First player Melee First player attempts to rally routed units The turn ends with the second player repeating the above