PRODUCT NAME
GMT Games SEKIGAHARA: Unification of Japan: 3rd Printing
PRODUCT CODE: PROD1910343346
PRODUCT INFORMATION
The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.
Sekigahara allows you to re-contest that war as Ishida Mitsunari, defender of a child heir, or Tokugawa Ieyasu, Japan''s most powerful daimyo (feudal lord).
3rd Printing
Number of Players: 2 , Ages: 12+
Playing Time: 180 minutes
Technical Details
Product Details
Product Dimensions
Package Dimensions
Width : 9.3 inch
Height : 2.3 inch
Length : 12.1 inch
Item Weight: 5.56 pounds (View shipping rates and policies)
Shipping Weight: 4.15 pounds (View shipping rates and policies)
ASIN : B0073KK8SY
Product Description
Sekigahara is a 3-hour block game based on the Japanese campaign waged in 1600. The 7-week war, fought along Japan''s two major highways and in scattered sieges and backcountry skirmishes, elevated Tokugawa Ieyasu to Shogun and unified Japan for 265 years.
Sekigahara is designed to offer an historically authentic experience within an intuitive game mechanic that can be played in one sitting. Great effort has been taken to preserve a clean game mechanism. (Despite a healthy amount of historical detail, the ruleset is a brief 6 pages.) Chance takes the form of uncertainty and not luck.
No dice are used; combat is decided with cards. Blocks = armies and cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don''t fight. Battles resolve quickly, but with suspense, tactical participation, and a wide range of possible outcomes.
Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds. Certain events deplete legitimacy, like force marches and lost battles. Recruitment, meanwhile, is a function of a daimyo''s control over key production areas. Objectives (enemy units, castles, resources) exist all over the map.
The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way the game feels like the actual campaign.