玩家评分: 8

拥有
关原:统一日本
Sekigahara: The Unification of Japan

桌游极客排名: 199

本月排名变化: 2

玩家评分: 8

玩家人数: 2 (最佳: 2人)

时长: 180 分钟

难度: 2.8 (中度策略)

适合年龄: 14

专业评分: 7.33

语言依赖:

无依赖

出版年份: 2011

出版商:

| GMT Games | Devir | GaGa Games

设计师:

| Matt Calkins

美工:

| Rodger B. MacGowan | Mark Mahaffey

桌游类别:

|内战 |布阵 |战争

在日本十字路口的1600年战斗的Sekigahara的战斗统一了这个德川家族的这个国家二千五百多年。

Sekigahara允许你重新竞争这场战争Isishida Mitsunari,一个小孩继承人,或日本最强大的大佬(封建领主)的德川义佑。这个运动只持续了七个星期,在这个时期,每一方都用即将提供的军队和战略来组织军队和战略。每个领导人对于他的单位的忠诚感到深深的怀疑 - 有很好的理由。几个daimyo拒绝打架;有些甚至在战斗中转身。##10;征服日本,你必须做的不仅仅是一个军队 - 你必须确保它会跟随你进入战斗。培养你的盟友的忠诚度,只有当你对自己的忠诚有信心时,才能进行部署。通过从你的对手队伍中脱颖而出赢得一场战斗。

Sekigahara充满了不寻常的力量:

没有使用骰子卡代表忠诚和动力。没有匹配卡,军队就不会进入战斗。效忠以手的大小为代表,每轮转动。战斗是一系列部署,从隐藏的单位堆,基于隐藏的忠诚度因素。忠诚挑战牌创造潜在的叛逃事件。

Sekigahara是一个3小时的块游戏,基于日本在1600年的战役。七周战争在日本的两条主要高速公路和分散的围攻与乡村小,,,ishes ishes elevated elevated elevated elevated elevated elevated elevated elevated elevated elevated for for for for for for for for for。。。。。。。。。。。。。。。。。。that that that that that that that that that that that可以在一次坐着玩。已经采取了巨大的努力来保护一个干净的游戏机制。 (尽管历史细节数量很多,规则集只有6页。)机会采取不确定性的形式,而不是运气。

没有使用骰子;战斗是用卡决定的。块=军队和卡=动机。军队和动机的结合对战场产生影响。没有匹配卡的军队不打架。战斗快速解决,但具有悬念,战术参与和广泛的可能结果。

合法性以手大小为代表,每周根据玩家持有的城堡数量而波动。某些事件消耗合法性,如强制游行和失败的战斗。与此同时,招聘是大宇控制重点生产区域的一个功能。目标(敌方单位,城堡,资源)存在于地图上。

初始设置是可变的,所以情况总是新鲜的。隐藏的信息(块和卡)会增加额外的不确定性。以这种方式,游戏就像实际的活动一样。

块是大的和可堆叠的。董事会中的每个单位都可以立即看到,战略形势一目了然。组件使用正宗的氏族名称和颜色,并具有日本的感觉。与历史一致,目标(城堡和经济中心)和力量(盟军大臣的军队)分散。支持一个前方意味着忽视另一个。玩家在优先考虑的竞争中被拉下。每个方面都想知道他的对手想要和谁打架,他还没有在哪里。游戏中有很多虚张声势。每个玩家都必须举起他的联盟的几个巨人,管理每个部落的士气和动力。力量分散,虽然有理由统一他们,目标也分散,时间框架紧凑,所以整个岛上都会发生冲突。

时间规模每周2周&#10 ; MAP SCALE点对点

UNIT SCALE一个块= 5000个士兵玩家的数量2

组件

挂载地图

119块木制品1和1/2贴纸

110张卡

规则手册

双人助手卡

设计师:Matthew Calkins

MAP&封面艺术:马克·哈菲(Mark Mahaffey)

(来源:格林尼治标准时间网站)

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. TIME SCALE 1 week per 2-player turns MAP SCALE Point to point UNIT SCALE One block = 5000 soldiers NUMBER OF PLAYERS 2 COMPONENTS Mounted Map 119 wooden pieces 1 and 1/2 sticker sheets 110 cards Rulebook Two player aid cards DESIGNER: Matthew Calkins MAP, CARD, & BLOCK ART: Mark Mahaffey (source: GMT website)