Reward Point System
Earn Points for each order
Earn Points for each Rave
Redeem for Cash on next order
Huge selection of
discounted boardgames
and card games
menu Home | Games | Customer Service | Contact Us | General Information | Customer Raves | Interviews | Game Bits | Newsletter menu
       Settlers | Axis & Allies | Card | Children | Party | 2 Players | Abstract | Blowout | Advanced Search  
  Find   Sign In   New Account  Gift wrapping
starting at $1.00 
Gift CertificatesGift Certificates in
$5.00 increments
View
Shopping Cart
Shopping Cart
25% off Storewide - Use discount code SAVE25


We are not out of business, but we are not ordering new games at this time. We are continuing to sell the games we have left. We try to ship orders every other day, however, there may be some weeks with a little more delay. Please be patient with us. In the meantime, enjoy 25% off everything by using discount code SAVE25.

SAVE EVEN MORE ON CLEARANCE ITEMS

Sekigahara: The Unification of Japan

Sekigahara: The Unification of Japan by GMT Games
(Click to view full size)
Manufacturer: GMT Games  Visit their site
Designer: Matt Calkins
Players: 2
Time: 180 Minutes
Categories: Wargame
Mechanics: Secret Unit Deployment
Campaign/Battle Card Driven
Point to Point Movement
Ages: 12 and up
Availability: Unavailable 
Notify me when available
Our Price:  $37.55 - Retail $59.00
Reward Points: 3,755
Notify me if this item goes on sale
   
This item is currently NOT available. When and if it becomes available, we'll update the availability message accordingly.
  Wish List


From the Publisher...

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).

The campaign lasted only 7 weeks, during which each side improvised an army and a strategy with what forces their allies could provide. Each leader harbored deep doubts as to the loyalty of his units - for good reason. Several daimyo refused to fight; some even turned sides in the midst of battle.

To conquer Japan you must do more than field an army - you must be sure it will follow you into combat. Cultivate the loyalty of your allies and deploy them only when you are confident of their allegiance. Win a battle by gaining a defection from the ranks of your opponent.

Sekigahara is replete with unusual mechanics:
No dice are used
Cards represent loyalty and motivation. Without a matching card, an army will not enter battle.
Allegiance is represented by hand size, which fluctuates each turn.
Battles are a series of deployments, from hidden unit stacks, based on hidden loyalty factors. Loyalty Challenge cards create potential defection events.

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.

Blocks are large and stackable. Every unit on the board is visible at once, and the strategic situation is comprehensible at a glance. Components use authentic clan designations and colors, and have a Japanese feel.

True to history, the objectives (castles and economic centers) and forces (armies of allied daimyo) are dispersed. Support for one front means neglect for another. The player is pulled between competing priorities. Each side wonders where his opponent wants to fight, and where he is unready. There is a great deal of bluff in the game.

Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed, and the timeframe compact, so skirmishing will occur all over the island.

Components:
Mounted Map
119 wooden pieces
1 and 1/2 sticker sheets
110 cards
Rulebook
Two player aid cards

Read more information at the Board Game Geek website


Products that other customers purchased when purchasing this item.


Battle Above the Clouds

 

 

 

 

Customer Raves - Write your own Rave about this game!
(Click on a person's name or game group to see other raves by the same person or group.

Shopping Cart
Empty


Wish List
To create a wish list, Login to your account or create an account.
Login or Create an Account
View Expanded Wish List


Home | Contact Us | About Us