Neil had a booth in the vendor area with several copies of his rules for sale, so I picked one up for $15. USD Haven't delved into them yet, but, based on the game we played at the convention, it moved along at a faster clip than the second game I was in (using the modified Yaquinto board game rules).
We had data cards for each ship type and rolled a d20 to determine hits and misses. There was a list of modifiers based on crew morale, ship damage, etc. and certain die rolls resulted in critical hits.
Movement was measured from the center of each ship (marked with a small white line on the ship's base) so when using a turning arc (small, medium or large, depending on the ship's size and speed), you would use that mark and align it with the increment lines on the arc.
Everything we needed to reference was printed on two charts, though the font size got pretty small in some places!
Ships could run ground if they got too close to those river islands. Shallow draft ships had to be within 1", deeper-draft vessels within 2". You rolled a die to see if grounding occurred. I don't recall what the odds were but we did see one Union ship beach itself unintentionally.
He could have tried backing off (again, success determined by a die roll) but by then the scenario was nearing its end and he realized he'd never catch up in time, even if he managed to refloat his ship.