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ANACONDA is an asymmetrical hand management game about the American Civil War at Sea. Specifically, it's about the naval war from the operational scale. Two players, one representing the CSN, the other the USN, compete from 1861 through late 1864 to achieve the goals of their branch of service.
The USN must close down the Confederacy's ability to maintain commerce on the high seas, and in order to do that, it must essentially shut down all major ports in two of three strategic regions: the Gulf of Mexico, the Mississippi River, or the Tidewater States. If they can shut down commerce in two of these three regions by the end of 1864, they will effectively guarantee a victory for the Union by preventing the Confederacy from receiving sufficient means with which to continue the insurrection. The CSN, meanwhile, must accomplish the goal of holding out by keeping as many ports open as possible until that final turn. Both belligerents can essentially win the war in one further way: by causing war exhaustion, which in essence means forcing their opponent to completely run out of cards.
While the two sides play similarly, their decks are very different. Union ships tend to be larger, more powerful, and more expensive, suited for attack. Confederate vessels tend to be smaller, less expensive ships supported by port defenses and various efforts to distract the USN from its ultimate goal. The Union does most of the offensive work; the Confederacy must hedge its bets and play defensively, willingly surrendering some ports in order to keep its reserve of cards for others.
Both belligerents have access to a variety of personalities and interesting strategies - all of them actually attempted or planned during the war - and both sides will benefit or lose based upon the result of the clever play of eight unique Operational Abilities, four per side.
I have no link to this campaign beyond being a backer.
https://www.kickstarter.com/projects/1926752146/anaconda-asymmetrical-card-game-of-the-acw-at-sea
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