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Rebel Raiders on the High Seas

DESIGNER: Mark G. McLaughlin
DEVELOPER: Fred Schachter
ART DIRECTOR: Rodger B. MacGowan
MAP ART: Mark Simonitch
COUNTER ART: Charles Kibler
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
Regular Price: $69.00
On Sale For: $40.00


  • 22"x34" Full Color map
  • 2 Countersheets
  • 110 Event Cards
  • Player Aid Card
  • Full color Rulebook
  • Full color Playbook
  • 30 Plastic Tokens
  • 8 dice



(Designer of Napoleonic Wars, Wellington and Kutuzov)

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.

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.



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 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.

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)

Game Features

TIME SCALE 4 months per turn
MAP SCALE Point to point

Ship or Squadron


Customer Reviews
# of Ratings: 8
1. on 5/5/2016, said:
Low complexity, lots of fun factor as the raiders try to slip past and the sloops pursue. Enjoy the large naval battles with sloops, ironclads, forts and gunboats. You can purchase production and there are land battles as well.
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2. on 7/7/2015, said:
Great game. Only problem, and this has been mentioned in Consim and Boardgame Geek, is that without any optional rules, for example Hunt's Artillery, the game appears to be hopelessly unbalanced in favor of the Confederacy. Our gaming group has played the game over ten times and the Union came close to winning only once.
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3. on 5/28/2013, said:
You will love the taut, gut wrenching decisions, and suspense that will face you in every turn! A must have!
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4. on 5/25/2013, said:
Great game! It deserves a mounted map!
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5. on 10/12/2012, said:
I'm very excited about this title, as it seems like a great scenario driver for games of Yaquinto's "Ironclads"! However, and please don't be offended by this, but I no longer support the P500 system after having seen the last three titles I pre-ordered in the hands of folks who just bought 'em at cons - or at their game store! - a full two weeks before mine arrived. If this game makes the cut, I'll pay full price, but I'm no longer willing to pay for games in advance unless I get them in advance. WELL in advance, as in, BEFORE the conventions where they will be unveiled. It's as simple as that. Sorry.
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6. on 6/11/2011, said:
This game is a dream come true! After having read Raphael Semmes' "Memoirs of Service Afloat" about his exploits aboard the CSS Alabama capturing Yankee merchant ships from the Gulf of Mexico to the China Sea, I'm very excited to see GMT developing a game on this very deserving subject! If not too late, a great box cover art would be the popular image of Semmes standing on the quarterdeck of the CSS Alabama.
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7. on 7/6/2009, said:
C'mon, people! Let's get those preorders rolling in. We finally get a game on something a little different! Order!
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(11 people found this comment helpful, 15 did not)
Showing comments 1-7 of 7