Musing on Victory – and the “immersive
experience” of playing Rebel Raiders or
“ I Think Mahan Himself Would Have
Heartily Approved”
By Brandon
Musler
On the Design: a “CFG” (Card Flavored Game) vs a CDG (Card
Driven Game)
Overall, I was
amazed by how immersive an experience playing Rebel Raiders could be.
Normally, I do not favor CDG (Cared
Driven Game) designs, and I really like this new thing called a CFG (Card Flavored Game) because it had its
priorities in order: play mechanics informed and spiced up by cards. I also liked that there were endless
decisions to make, and you could recover from mistakes.
I thought the whole brown water navy aspect to
things was brilliantly conceived and designed -- it fascinated me how the
designer encapsulated the entire western theater by blending a point to point
subsystem with a CDG dynamic. He really, really distilled a crucial
dynamic of the land campaigns in the ACW...in a game primarily focusing on the
naval war. I think Mahan himself would have heartily approved...but more
importantly I feel I gained some crucial insights into a subject that I've
never really been able to get my arms around before, despite reading Shelby
Foote et al! And of course there was learning about the whole mercantile war
via the raiders and runners.
Union Play
First time
players really ought to take the Union side because although the choices seem a
bit overwhelming in the first half of the war, the enormous power of the Union
industrial base makes it relatively easy to recover from a myriad of mistakes
and power to victory in 1863 and 1864...or once Grant is on the board. In
other words, in the basic game we played (or without any of the many optional
rules) it is a lot harder for the CSA player to keep morale up and get it
right...
In the first year of the war when the Feds are down a die, (and maybe the second when the odds are even,) it's probably a good idea to use Union attacks to take undefended port cities via amphibious assault. (The designer hinted at this repeatedly during our play, I believe, but I didn't hear it at the time.) The risk is relatively low and late in the game it will leave the door open to pursue the maximum territory approach to victory.
Late in the game the designer reminded me that the
Final Thought:
Great Fun to Play
It was great
fun to play, and refreshingly enlightening...pretty much everything I could
expect out of historical board game.
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