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Rebel Raiders (2013)
Publisher: GMT Games
Designer: Mark McLaughlin
Players: 2 to 2
Languages: english 
B&B Price
$44.16
4 in Penn
 
List Price $69.00
You Save 36%
 
Description
Rebel Raiders on the High Seas is a comparatively short and simple game of the naval conflict at sea and on the great rivers in the American Civil War. Easily playable in less than three hours, Rebel Raiders on the High Seas is a strategic contest between two players, one seeking to reunite the Union by force, the other to maintain its new independence in the face of the escalating industrial might and resolve of its northern brother. More of a representation than a detailed simulation of that conflict, the game is intensely engaging, highly interactive and moves along quickly, with players constantly responding and reacting to their opponent’s moves.

The Confederate Player sends Blockade Runners and Raiders abroad to gather supplies and inflict economic losses on the Union (as represented by Victory Points), while at the same time building batteries, gunboats and ironclads to defend ports and cities. The Union player seeks to create, extend and reinforce a naval blockade on the Confederacy and to conquer its cities, forts and ports by a combination of naval, amphibious assault and land combat.

What these efforts underlay is the game’s ultimate question: can the South, with limited means, hold off the industrial might of the North as represented by its ever growing resources long enough to secure independence? Both players face the challenge of conflicting demands on their resources to accomplish strategic objectives; there is the cat and mouse game within a game of blockaders vs blockade runners and Rebel Raiders vs Union Steam Frigates seeking to run them down and drive them from the seas.

Although Rebel Raiders on the High Seas is not a card-driven game, the cards ensure that each game is very different, and that a strategy which worked in one game may not prove as efficacious in the next. The game is also customizable with a menu of elective rules to provide each side with a variety of “what if” options to further vary play.



Contents:
» One 22 x 28 map
» One Rule Book
» One Play Book
» One Players Aid Card
» Eight six-sided dice
» Two decks of 55 cards each (one Union, one Confederate)
» 6 Plastic Stands for Leaders
» 176 5/8” ship counters
» various round, hexagonal, rectangular cargo, victory point, leader, control and informational counters
» 30 small red opaque plastic tokens (to mark pieces which have moved)


For more information, including rules translations, visit BoardGameGeek.
 
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