Rebel Yell

ACW Rules

by Steve Redic

Based on the premise that good ACW generals were "better poker players than chessmasters", REBEL YELL is a set of rules that recreates the fog of war without the fog of gaming.

Game mechanics are simple; you need a referee. Anyone familiar with the omnipotence of a DM in FRP will know the exact role of "referee" in REBEL YELL. Players command brigades, divisions, or corps (a handy zoom scale is included) thru the placement of order chits. Units then perform movement, resolve combat, and check morale all with the aid of a referee. This constant flow of information between players and referee suggests an ideal of 1 referee per 2 or 4 players, especially NOVICE players. With proper training and discipline, more players could be added - but it is easier to train more referees!

In several play tests, new players of varying skill grasped the sequence of play and began to play within 10-15 minutes. This was great considering the referee's preparation was as much as two hours! Usually after the first turn, command control problems began to face the commanders, Decisions about advancing, formation changes and whether to order one regiment of the whole brigade quickly submerse one in the dilemmas faced by the average brigadier. A descriptive result of combat, rather than a numeric calculation, adds to "poker playing" feeling of command, resulting in several "all or bust" decisions that don't happen on the chessboard of many game formats.

For those of you looking for something different, for those who enjoy a well researched game, even for those who thought one set of ACW rules was like another, I recommend you try REBEL YELL by Robert W. Jones. Copies can be obtained by contacting Game Innovations, 611 Havencrest, Coppell, TX 75019. For $21 retail, you get rules, 2 referee screens, and 2 players cards all printed on appropriate Blue and Grey.

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