Sekigahara: The Unification of Japan 2011
- Players
- 2
- Play time
- 180 min
- Complexity
- Medium 2.8 / 5 (328 votes)
Description
Battle sekigahara fight crossroad japan unify nation tokugawa family yearssekigahara allow recontest war ishida mitsunari defender child heir tokugawa ieyasu japans powerful daimyo feudal lordthe campaign last week improvise army strategy force ally provide leader harbor deep doubt loyalty unit good reason daimyo refuse fight turn side midst battleto conquer japan field army sure follow combat cultivate loyalty ally deploy confident allegiance win battle gain defection rank opponentsekigahara replete unusual mechanic dice card represent loyalty motivation matching card army enter battle allegiance represent hand size fluctuate turn battle series deployment hide unit stack base hide loyalty factor loyalty challenge card create potential defection eventssekigahara hour block game base japanese campaign wage week war fight japan major highway scatter siege backcountry skirmish elevate tokugawa ieyasu shogun unify japan yearssekigahara design offer historically authentic experience intuitive game mechanic play sit great effort take preserve clean game mechanism despite healthy historical detail ruleset brief page chance take form uncertainty luckno dice combat decide card block army card motivation combination army motivation produce impact battlefield army matching card nt fight battle resolve quickly suspense tactical participation wide range possible outcomeslegitimacy represent hand size fluctuate week accord number castle player hold certain event deplete legitimacy like force marche lose battle recruitment function daimyos control key production area objective enemy unit castle resource exist mapthe initial setup variable situation fresh conceal information block card lend additional uncertainty way game feel like actual campaignblock large stackable unit board visible strategic situation comprehensible glance component use authentic clan designation color japanese feeltrue history objective castle economic center force army allied daimyo disperse support means neglect player pull compete priority wonder opponent want fight unready great deal bluff gameeach player rally daimyo coalition manage morale motivation clan force disperse reason unify objective disperse timeframe compact skirmishing occur islandtime scale week player turnsmap scale point pointunit scale block soldiersnumber player component mount map wooden piece sticker sheet card rulebook player aid cardsdesigner matthew calkinsmap card block art mark mahaffeysource gmt website.
Text from the DM1 dataset (preprocessed).
Categories and mechanics
Domains
The source lists no specific categories or mechanics for this game.
Publishing details
- Designers
- No data
- Publishers
- No data
- Year
- 2011
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