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Sekigahara: The Unification of Japan 5th Printing

Sekigahara: The Unification of Japan 5th Printing

Number of Players: 2
Playing Time: 180 Minutes
Recommended Ages: 12+

Ā 

The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.

Ā 

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).

Ā 

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.

Ā 

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.

Ā 

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.

$15.33

Original: $43.80

-65%
Sekigahara: The Unification of Japan 5th Printing—

$43.80

$15.33

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Description

Number of Players: 2
Playing Time: 180 Minutes
Recommended Ages: 12+

Ā 

The battle of Sekigahara, fought in 1600 at a crossroads in Japan, unified that nation under the Tokugawa family for more than 250 years.

Ā 

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).

Ā 

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.

Ā 

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.

Ā 

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.