Great War at Sea: 1904-1905, The Russo-Japanese War
Puesto en BGG
BGG #11.908
Puntuación BGG
6,7

Great War at Sea: 1904-1905, The Russo-Japanese War

1999

Ayuda con las reglas de Great War at Sea: 1904-1905, The Russo-Japanese War

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 2–4 jugadores
  • 30 min
  • 12+
  • Complejidad 2,5/5

Para 2 jugadores

Asistente de reglas de Great War at Sea: 1904-1905, The Russo-Japanese War

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Great War at Sea: 1904-1905, The Russo-Japanese War es un juego de mesa publicado en 1999 para 2–4 jugadores, con partidas de 30 minutos y a partir de 12 años. Fue diseñado por Michael Bennighof, Brian L. Knipple y Joe Keller y sus mecánicas principales son Dice Rolling y Hexagon Grid.

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Sobre el juego

En inglés

From the original company website entry: Japan entered the modern age in 1868, with a new young emperor determined to make his island nation a world power. After decades of steady progress, Japan began its own practice of colonialism, defeating China in 1894. As the Japanese began to infiltrate the semi-independent Kingdom of Korea, they ran into Russian agents doing the same. Despite Japanese offers to negotiate, the Russian Tsar Nicholas II was set on war. Great War at Sea: 1904-1905, The Russo-Japanese War covers the naval side of this turn-of-the-century conflict, which opened with a Japanese surprise attack on the Russian Pacific Fleet’s base at Port Arthur in northern China. There are 19 scenarios, or game situations, provided, including the climactic Battle of Tsushima. There’s also a campaign game, in which players can “game” the entire naval war. The Russian fleet is a mixed bag of modern battleships and ancient ironclads better suited for a museum. The Pacific Fleet that begins the game in the Far East has modern ships stationed at Port Arthur and a cruiser squadron in Vladivostok. Between them lies Korea, occupied by Japan. The Russian strategic situation is difficult. The Japanese have a better fleet; though not as large, their armored cruisers outclass their Russian counterparts and their torpedo boats are more numerous and more effective. They are also better-led after the death of the Russian Admiral Makarov. The map covers the Japanese home islands and the seas around them. As with other games in the series, it’s divided into zones approximately 31 nautical miles across. Fleets attempt to locate one another on this map. When contact is made, play moves to a tactical map where ships manuever and fight. There are special overlays for Port Arthur and Chemulpo, so players can use the actual terrain of these key coastal zones. The original 1999 game included: 210 Counters One 25"x30" strategic map One 25"x25" tactical map 16 page Rulebook 12 page Scenario book The game is being re-implemented in 2013 as Great War at Sea: Russo-Japanese War with a revised map, updated counters, new scenario book and new box.

Preguntas y respuestas

Según el catálogo, Great War at Sea: 1904-1905, The Russo-Japanese War admite de 2 a 4 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.