IMJIN WAR 1592-93: First Japanese Invasion of Korea
About this game
The Imjin War relates the story of one of the toughest conflict in the end of the 16th century, depicting the invasion of the Joseon kingdom of Korea by the Japanese. The Japanese must capture possibly the whole of the peninsula from their Busan foothold in the South. The Korean player must repel the invasion with the help of China... The Japanese have very numerous land forces at the start of the game, but their navy, although numerous, is weak and poorly led and their goal is to conquer all of Korea in order to reach – and conquer - China. The Korean player must first hold desperately against the initial invasion and superior enemy troops, waiting for Chinese reinforcements, counting on local rebellion, and most of all his powerful navy to alter the course of events. Seizing the main areas, winning land and naval battles, gaining allies will prove the decisive factor in winning this war. The game events and tactical chits allow full replay ability thanks to the numerous various situations that their create on the diplomatic, military. Scale: One combat unit counter represents 500 (samurais) to 2,000 men (soldiers and civilian servants) or cavalry on its front (full side) and half that on its back (reduced side). One artillery/fire wagon/siege weapon counter represents about ten guns/rocket launcher/towers and half that on its back. One naval unit counter represents 10 light ships, 5 medium ships or one heavy or super-heavy ship and half that or reduced on its back. Turn length: One month in fair weather (March–October); two months in inclement periods (November–February). —description from the designer
What it feels like
Explore these mechanics in Cardboard
Start an original prototype from reusable design patterns—not this game's content.
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