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Zoom In Blue vs. Gray: The Civil War Card Game
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Blue vs. Gray: The Civil War Card Game

CSA (South) deck


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Play Time Players
120-240 minutes 2

Designer(s): Evan Jones

Manufacturer(s): QED Games

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Product Description

Refight the War Between the States with Blue vs Gray: The Civil War Card Game. Build your army from cards that represent every important general, infantry division, and cavalry corps in the war from the Mississippi River east to the Atlantic Ocean. Capture the flavor of the war with the unique Enigma Cards which represent important people and events like the Draft Riots, Partisan Rangers, Copperheads and the Rebel Yell.

The is the complete CSA South deck. It consists of every card you need to play the war from start to finish: 83 map and playing cards and 17 support cards (combat / supply / rules), as well as 15 control tokens. There are no rare cards, no other cards to buy. In order to play, however, you will need to find a Yankee who has a USA Deck, as well as a red and a white die (dice and Yankees not included).

Product Information

  • Designer(s): Evan Jones

  • Manufacturer(s): QED Games

  • Year: 1999

  • Players: 2

  • Time: 120 - 240 minutes

  • Weight: 195 grams

Contents:

  • 83 map and playing cards
  • 17 support cards (combat / supply / rules)
  • 15 control tokens

Product Reviews

 
 
 
 
 

Average Rating: 4.3 in 3 reviews


 
 
 
 
 
Excellent wargame in a deck of cards
July 25, 2000

A clever game, that does a good job of modeling the civil war in an abstract way. It takes a couple of playings, 1 per side, to get a real sense of what's going on and what to do.

Very well done.

The only negative is the rules are poorly organized, and you can get a better redone version from QEDs website or better yet, Richard Wein's redone rules.

 
 
 
 
 
A new favorite for my wargaming friends.
November 17, 1999

I originally saw this game at Origins '99, but avoided it because I looked at the combo of cards and counters and feared the worst. At Gencon '99 I was stuck with no room key and 2 hours before any friends would look for me, so I went to learn the demo. I bought the game the moment the Dealer's Room opened the next day. Since then I have taught it to friends and we play it regularly.

The biggest featues to the game were the speed (3 hours to fight the Entire War, after the Union Deck runs out they get one turn before the North decides the war is too bloody) and the simplicity (I could teach a friend quickly). The cards are well designed and the historical text alone could sell it to some players (unit cards have full command and battle histories, Generals have biographies).

The game pushes the north for a historical victory, using their superior firepower to sieze land as the south tries to win the battles they can afford to fight. The beauty of the system is the way numbers matter, but casualties are based on winner AND size of army (in cards, the Union uses Corps, the CSA Divisions), a large Union army can win almost any battle late in the war, but can often take as many losses as the smaller southern loser in the exchange.

The theater based combat system keeps to the speed of the game, though it can seem unrealistic at times. The North attacks from a city they control in the theater (or from the east if it's a naval invasion,) and sends in an army. The defender chooses a force to respond, and the fighting begins. Any unit used in a battle is spent for the turn (unless the defender is attacked in the same area). This keeps you from having to keep track of where units are on a map made of cards and keeps the game moving.

The Map cards are an unusual feature, but if you think about it and they make since. At first, only the east along the Virginia front matters, people thought it would be a short war. The player who gets Kentucky out will deside who controls it, and then the west opens up. Attacking the Deep south by sea isn't in the original Union battle plans, so it's not on the map, you just gun for Richmond. The player who plays a map card also gets an edge (more of less forts, etc.) This helps keep the war contained in the beginning, and it develops slowly to engulf the country.

In short, this game is truly fantastic. It's fairly balanced, realistic, easy (check the web page for clearer rules than the rulebook), and fast (3-3 1/2 hours is really about the limit). I play it almost every week now, and the game keeps us coming back for more.

 
 
 
 
 
What happened to QED?
March 02, 2004

I enjoy the game, and as stated before teh website has some great additional ideas and rule clarifications, but therein lies the problem, no more website. They have merged with GMT, and done away with the QED website, therfore saying goodbye to any help you might have had. I enjoyed the QED website and wish it was back.

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