Whether to emphasize the blockade, Commerce Raiding (or counter-Raider operations) versus competing priorities of the land and riverine campaigns provides players an intriguing and often vexing conundrum: particularly when the vagaries of combat upset best laid plans.
As play proceeds, a fast and furious struggle ensues on the high seas as the Kearsarge, Brooklyn, Hartford and other Union sloops chase and hunt down Confederate raiders like the Shenandoah and Alabama. Rebel blockade runners try to shoot past the ever tightening Union net off Southern ports and in coastal waters, racing to destinations as far away as Mexico, Brazil, Africa and Europe to gather the supplies the Confederacy desperately needs to maintain its war effort.
Gunboats and ironclads such as the Tennessee, Arkansas, Monitor and Carondelet, just to name a few, fight it out up and down the Mississippi and into the great ports of New Orleans, Mobile, Charleston, Savannah and Norfolk.
While naval forces led by Farragut, Porter, Buchanan and Semmes duel each other on the high seas and rivers; Grant, Sherman, Lee and Johnston pit their vast armies against each other in a simple yet exciting back and forth struggle to save or crush the Confederacy.

Although the majority of ship playing pieces represent generic vessels of a broad type, a deck of cards and special counters allows for many of the unique ships, personalities and events of the war to be represented, as well as rules to give players tactical battle decisions such as whether the Confederates should sortie with warships to protect their land batteries or for the Union whether to use ironclads to screen their more vulnerable wooden vessels. This gives a strategic game an occasionally intensely tactical focus providing players a “best of both worlds” gaming experience.
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.
Components
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One 22 x 28 map
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One Short Rule Book
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Eight six-sided dice
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One deck of 110 cards
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6 Plastic Stands for Leaders
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4 Blue Cannon Pawns
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1 Grey Cannon Pawn
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176 5/8” ship, leader and battery counters
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100 ½” cargo, victory point, control and informational counters
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20 small plastic tokens
In addition to the great ships, the game’s playing cards include such events and personalities as:
· “Grant Takes Command”
· “Damn the Torpedoes! Full Steam Ahead!”
· “David Dixon Porters and His Little Mortar Boats”
· “The Horse Soldiers”
· “ Cold Harbor”
· “Ring of Fire”
· “Infernal Machines”
· “Tempest’s Wrath”
· “The Trent Affair”
· “Maximillian”
· “ Red River Fiasco”
· “P.G.T. Beauregard”
· “Nathan Bedford Forrest”
and many more, including cards to represent the special abilities of the individual warships and Blockade Runners The American Civil War made famous (or infamous depending upon your point-of-view)
Rebel Raiders on the High Seas is edited & developed by Fred Schachter and was created with the assistance of historical consultant Chris Vorder Bruegge.
Complexity: Low
Number of Players: 2
Solitaire Suitability: Good
Game Design: Mark McLaughlin