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Rebel Raiders On The High Seas box art
2013 Ranked #6,818

Rebel Raiders On The High Seas

This strategic Civil War naval game has Union and Confederate commanders fight for control of coasts and rivers. Separate card decks and optional rules keep each conflict unpredictable as both sides react to shifting threats.

Wargames American Civil War Nautical Area Movement Events

Players

1-2

Play time

Not listed

Age

?+

Complexity

2.67/5

Rating

7.08

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game 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. 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 * 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)

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (4)

Play and group

Players
1–2
Best with
1–2
Play time
360 min
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Mark McLaughlin

Artists

5
Charles Kibler Rodger B. MacGowan Mark Mahaffey J. W. Schmidt Mark Simonitch

Publishers

1
GMT Games

Linked items

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