Sekigahara: The Unification of Japan board game
Sekigahara: The Unification of Japan board game

Sekigahara: The Unification of Japan

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Overall Rank: #573 | Trending Rank: #660

Fight in the Famous Battle of Sekigahara!
Two factions vie for power in vacuum left behind by the death of Toyotomi Hideyori. Spurred on by the establishment of a new centralized military power, daimyos throughout Japan pledge their loyalty and make tentative alliances in a 7-week conflict which would decide the fate and ruler of all Japan. But the conflict arises more suddenly than anyone could anticipate. Loyalties will be tested, strategies developed on the fly, and battles decided by the cunning and courage of their commanders.
Assume the role of Tokugawa Ieyasu or Ishida Mitsunari in the battle that turned the tides and led to the founding of the Tokugawa Shogunate. This is Sekigahara!

Muster the Troops and Plan your Strategy!
Sekigahara is a beginner-friendly wargame played over a series of 7 rounds, 1 for each week of the historic contest. The game begins with players setting up their armies and drawing their hand of cards from their faction's deck. Some designated troops are assigned to important locations on the map, but each game will have players assign some number of troops randomly. Troops are deployed so that players can only see the type and number of their own troops. This element of random deployment and secrecy creates an air of tension between the players.
With troops assigned, players can begin planning their strategy and implementing their campaign to take control of Japan. Move your armies along the highways and take control of important locations to gain resources and reinforcements that will help you to win your battles.

Martial Contests of Loyalty and Honor!
Battles will decide the fate of the two armies, and loyalties will be tested as players overrun their enemies with superior forces, test the loyalties of each other's retainers, and rally to siege castles and take out the opposing commander.

Muster the Troops
Players will move their armies across the board to take key locations and bolster their forces in the battles to come. They are given the option to muster new forces to assist them in future battles, hoping to turn the tides in their favor if it's in the cards.

Engage in Battle
Take turns passing initiative and playing cards to deploy troops into battle. A players hand of cards is a precious resource that will help them better plan their movements and prepare for battle. Play a card with a symbol which matches your troop to deploy it into battle. Some cards even enable certain troops to engage special attacks, increasing their impact on the battle. Whichever player generates more impact will win the battle and force their foe to take losses and retreat. But things are not as simple as they seem.

Challenge Loyalty
Troops are hidden from your opponent until they are deployed, so it is impossible to know how a battle will resolve. It all comes down to the troops involved and the loyalty cards the players hold. Some cards will allow a player to challenge the loyalty of an opposing troop. If the challenge succeeds, the troop will swap sides and fight for you until the end of the battle. Treachery and loyalty defined the conflict at Sekigahara, and your battles will be the same.

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User Ratings & Reviews

  • I'm just not into war games, though I'll try them anyway.
  • mm pre order
  • Block wargame yet different enough from the Colombia block wargames to make it interesting. There is only one health level of each block so you don't rotate them at all. Combat is entirely different, where you play "suits" of cards to assist a specific unit. It's similar to Maria, except that instead of the suit matching a location on the map, it matches a unit type. But, there is a different hand management aspect, as you are forced to discard half your hand at the beginning of each turn. This game is probably not great for hard-core grognards, as it's pretty abstract. I like the chess-like feel to it. It's open, but not too much so that you are paralyzed with options.
  • I like the asymmetric sides and the bluffing aspect. I can see where gameplay might become a bit scripted based on the map. There aren't many alternative paths to victory for each side in the end, and they end up fighting over the same points. But that is how things played out historically, and the variable reinforcements and combat means it has the potential to go in ahistorical directions. I want to play it again with the other side, for sure.
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User Activity Feed

Hey everyone,

Glad to be here.  I'll go with #Power Grid, #Kemet, and #Coup, but I'd like to try #Sekigahara: The Unification of Japan

Anyone in the Bay Area?



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