PC game with ranking

Mischka North and South

Civil war on the map of 1861: march your armies, fight battles yourself, storm forts – 1 versus 1 with an ELO ranking.

Mischka North and South is an internet-ready remake of a 1989 strategy classic: the American Civil War on the map of 1861, played North against South. On the strategic map, your armies march along the railway lines; in real-time battles you command infantry, cavalry and artillery yourself – and you storm empty forts in a fast-paced side-scrolling action sequence.

It's always played 1 versus 1: alone against the AI, two players on one PC, or online via a direct connection or Steam lobby. Anyone who logs in with their Clanwirtschaft account plays ranked matches for ELO points – with a ranking, a player profile including a North/South record, and a detailed match report.

To play, you need a free Clanwirtschaft account and a community that has activated the game.

Mischka North and South
Genre
Turn-based strategy & real-time battles
Platform
Windows PC
Players
1 vs 1, AI, hotseat, online
Map
26 regions, 4 forts
Scoring
ELO, home & away legs

What makes this game stand out

  • The map of 1861 with 26 regions, styled like an old, hand-coloured map
  • Three unit types that each feel different: infantry fire volleys, cavalry ride opponents down, artillery charges up its range
  • Fort assaults play out as a side-scrolling action sequence with throwing knives, guards and powder kegs – the defender controls the guards themselves
  • Terrain that matters: rivers with bridges and fords, ravines – two shell hits bring a bridge down
  • Scored fairly: every ranked match consists of a home and away leg with sides swapped
  • Play online via Steam lobby or a direct connection; the AI takes over if the connection drops
  • Keyboard or controller, fully remappable – in hotseat mode, each player gets their own key set
Rulebook

Mischka North and South: rules & gameplay

All details reflect the current state of the game. Numeric values are for game balance and may be adjusted.

Map and starting setup

  • 26 regions, connected by railway lines. Armies only move along these connections – one region per turn.
  • Forts sit only in the four corners of the map: two in the North, two in the South. New armies are only raised there.
  • At the start, the North holds 10 regions and the South 11; five border states are neutral.
  • Starting armies per side: 2 to 4, adjustable in the lobby (default 3). Starting gold: North 10, South 12 – the South gets more because the North moves first.
  • Each battlefield's terrain is fixed: open field, river with a bridge and a ford, or ravine with a single bridge.

Turn order

  1. The North moves first, then both sides take turns.
  2. Each army may enter one neighbouring region per turn: an empty enemy region is occupied, one of your own armies merges with it, an enemy army means battle, and an enemy fort with no army means a fort assault.
  3. If you want, buy a new army, then end your turn.
  4. After every round there's income: 1 gold per region, 2 gold per fort.

There's no round limit – the campaign only ends through victory or surrender.

Units and armies

UnitIn a new armyMaximum per armyIn battle
Infantry618Slow; fires volleys straight ahead, reloads every 1.25 seconds
Cavalry39Fast; charges down infantry with a running start, strikes with the bayonet at a walk
Artillery13Very slow, 3 hit points; hold the fire button to charge up range – shells hit friend and foe alike
  • A maximum of 6 armies per side.
  • Merging works as long as there's room in the target army – whatever doesn't fit stays behind as a smaller army.
  • A new army (6 infantry, 3 cavalry, 1 artillery) costs 20 gold and is raised in whichever of your free forts lies closest to the front. So reinforcements have to march to the front first.

Battles

  • As soon as a human is involved, the battle plays out in real time (this can be switched to dice rolls in the lobby). AI versus AI is always resolved by dice roll.
  • Each side controls only one group at a time and switches between infantry, cavalry and artillery with a key press.
  • Cavalry versus cavalry: the faster rider wins; at equal speed, both go down.
  • Bullets and shells fly across rivers and ravines. A bridge withstands two shell hits – then it collapses, taking everyone on it down with it.
  • Anyone who reaches an abandoned cannon takes it over.
  • Retreat: hold the retreat key for 1.5 seconds; cannons are left behind. The attacker turns back, while the defender falls back to one of their own neighbouring regions with no army – if there isn't one, they must surrender.
  • Time limit of 3:30 minutes: if there's no decision, the attack is considered repelled. Defenders inside one of their own forts fight with a bonus.

Fort assault

If you enter an enemy fort with no army, a side-scrolling action sequence begins: 75 seconds on the clock, 3 lives, 6 throwing knives, plus your fists for close combat. In your way are 5 guards, crates to jump over, and exploding powder kegs. The defender controls whichever guard is closest to the attacker. If the assault isn't played out, it succeeds with a 60 percent chance.

Victory and ranked matches

  • A campaign is lost once a side has no armies left. If both sides hit zero at the same time, the side with the higher income wins.
  • Free play: a single campaign, including against the AI – this is never scored.
  • Ranked match (human versus human only): a home and away leg with sides swapped, so each player commands the North once and the South once. 1 point per campaign won – 2:0 is a win, 1:1 is a draw.
  • Anyone who leaves a ranked match in progress loses 0:2.

Controls

ActionKey set 1Key set 2Controller
MoveW A S DArrow keysLeft stick or D-pad
Fire / JumpSpaceEnterA
Switch group / FistQShiftX
Retreat (hold)RBackspaceB

All keys can be remapped in the main menu under “Controls.” In hotseat mode, player 1 uses key set 1 and controller 1, while player 2 uses key set 2 and controller 2. M mutes the sound.

Ranking and ELO scoring

  • Both players log into the lobby with their Clanwirtschaft account; the password is never stored. The lobby shows whether the ranked match counts towards ELO.
  • Only completed ranked matches between two logged-in accounts are scored. A surrender counts as completed.
  • Everyone starts with 1200 ELO; a win counts in full, a draw counts half. Your peak value and history are tracked.
  • Without an internet connection, the result is saved and reported the next time the game starts.
  • You appear on the ranking after 3 ranked matches. Your profile shows campaigns, battles, units defeated, forts stormed and your record broken down by North and South.

How to get started

  1. Create an account

    Register for free with Clanwirtschaft – you'll log into the game with the same account.

  2. Start the game

    Unzip the current Windows version and launch Mischka North and South. No installation required.

  3. Start a ranked match

    Choose Local Game or Internet Game, set the starting armies and ranked match option in the lobby, and both log in – you'll appear on the ranking from your third ranked match.