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Game Entry

User Rating: 7.23 / 10 (13 Ratings)
Your Tags: Login to Add Tags |
Popular Tags: [View All]
GameID: 28253
Rank: N/A
RSS Feed xml

Information

Designed By: Ben Madison
Wes Erni
Published By: Fiery Dragon Productions
Mfg suggested # of Players: 1 - 2 players
User suggested # of Players:
(Not best with any number)
Recommended with 2 players
(2 voters) [poll]
Playing Time: 360 Minutes
Mfg Suggested Ages: 12 and up
User Suggested Ages: (no votes yet)
[poll]
Language Dependence: Moderate in-game text - needs crib sheet or paste ups
(1 voter) [poll]
Category: Wargame
American Civil War
Mechanics: Hex-and-Counter
Other Names: N/A

Description

[Edit] [History]

C.S.A. is a simulation game of the American Civil war. The USA player controls the Union side and the CSA player controls the Confederate side. The Game contains the rulebook, 288 counters, one color map and 10 sheets of charts and tables.

The game uses Ben Madison and Wes Erni's "Charles S. Roberts Award" winning Death in the Trenches: The Great War, 1914-1918 system to simulate the American Civil War. Units represent Generals (their component brigades are represented off-map), elite units (Iron Brigade, Cobb's Legion), cavalry (Stuart, Stoneman), guerillas (Quantrill, Kirk), and Indians (Choctaws, Delawares, Stand Watie). Like Death in the Trenches: The Great War, 1914-1918 random events and "Special Event Coins" are crucial, and there are about 400 (yes, 400) of them.

Forming stacks into 'Grand Armies' (e.g. Army of the Potomac, Army of Northern Virginia) enables the various commanders in the stack to coordinate their fighting powers. Cavalry have special abilities but also a habit of running away when you need them. Guerillas ravage the countryside (Quantrill, Price, Morgan -- and the less widely known Union barbarian, George Kirk). Generals do not always follow orders to move, and sometimes must be prodded by expending irreplaceable command chits. Special rules cover foreign intervention, the border states, as well as McClellan, Lee, Jackson and a few other characters. Naval warfare (Confederate commerce raiding) is handled by an extremely simple, elegant abstract model complete with a world map.

The game is won by either capturing the government marker of either player or destroying his economy. Capturing cities and winning naval battles increases the enemy's inflation rate, which affects a lot of elements like national elections (there are three over the course of the game--one in the Confederacy!) and reinforcement rates.

More Information

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5 Playtest Review 2007-08-29 prizziap 11
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Statistics

User Rank: N/A
Num Ratings: 13
Average Rating: 7.23
Standard Deviation: 1.50
Num Views: 4589
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 2.50 moreinfo
Personal Comments: 7
Users Owning: 42
Users Wanting: 4
Users Trading: 4
Has Parts For Trade: 0
Want Parts In Trade: 0
Price History: View
Total Plays: 3
Plays This Month: 0
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2 Union Naval Patrol table.
Solitare Naval allocation for C.doc
This table is for solitaire players to use in the Naval Warfare Phase. The player sets his Confederate raiders, then you roll 2d6 for each ship to determine where the Union patrols are sent.
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