Sekigahara - The Unification of Japan (1st Printing)

By: GMT Games

Type: Boxed Game

Product Line: Non-Series War Games - Pre-1800

See Other Printings & Editions

Search on Sekigahara - The Unification of Japan

In-Stock, Ready to Ship

MSRP old price: $59.00


Product Info

Title
Sekigahara - The Unification of Japan (1st Printing)
Publisher
Category
Sub-category
Author
Matthew Calkins
Publish Year
2011
Dimensions
9x12x2"
NKG Part #
2147458069
MFG. Part #
GMT1101
Type
Age Range
12 Years and Up
# Players
1 - 2 Players
Game Length
180 Minutes

Description

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 rule set 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.

Contents:

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

The Helpful Squire

*Try asking the Helpful Squire to talk like your favourite character. Remember you're chatting with an AI assistant. Verify the responses and don't share personal data. Acceptable Use Policy

since 1997

Why Buy, Sell, or Trade with Noble Knight?

  • Trusted tabletop retailer since 1997: Nearly 30 years serving gamers worldwide.
  • 300,000+ items in stock: New, used, and out-of-print games, books, and collectibles.
  • No phantom inventory: If it's listed as in stock, it's physically on our shelves in Fitchburg, WI and ready to ship.
  • Fast, reliable shipping: One-day shipping on most orders, Free USA shipping over $149, and flat-rate shipping of $9.95 on orders under $149.
  • International-friendly service: Discounted international shipping and support for foreign currency.
  • Sell your games to us with confidence: In store or by mail, we pay any shipping costs.
  • Learn more about Buy, Sell & Trade
gamers for gamers

Cataloged and Supported by Gamers

  • Every item professionally assessed and graded: Managed by our team of tabletop gamers.
  • Decades of experience: Nearly 30 years of buying, selling, and trading across all categories.
  • Sourced from the community: Much of our inventory comes directly from gamers through our Buy–Sell–Trade program.
  • Fair offers on collections of any size: From single items to large collections, new, used and rare items. Get a quote for your collection
  • Talk to a real gamer: Connect with our team at contact@nobleknight.mom to get advice, recommendations, and real insight from fellow gamers.
  • We speak tabletop: Knowledge you can rely on, from gamers who get it.
  • Ask us anything