The Russo-Japanese War: Dawn of the Rising Sun
Rang BGG
BGG #14 136
Note BGG
7,7

The Russo-Japanese War: Dawn of the Rising Sun

2004

Aide aux règles de The Russo-Japanese War: Dawn of the Rising Sun

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

  • 1–2 joueurs
  • 360 min
  • 12+
  • Complexité 4,1/5

Pour 1 joueur

Assistant de règles pour The Russo-Japanese War: Dawn of the Rising Sun

Que voulez-vous savoir ?

Les réponses viennent du livret officiel, avec la page à vérifier.

The Russo-Japanese War: Dawn of the Rising Sun est un jeu de société sorti en 2004 pour 1 à 2 joueurs, avec des parties de 360 minutes et à partir de 12 ans. Il a été conçu par Bill Madison, Larry Bond et Chris Carlson et ses principales mécaniques sont Dice Rolling, Point to Point Movement et Grid Movement.

Extensions

Jeux similaires

À propos du jeu

En anglais

"The fate of the empire rests upon this one battle, let every man do his utmost." Admiral Togo addressing the Japanese Fleet 27 May 1905 Dawn of the Rising Sun contains 20 scenarios covering all the major surface engagements of the Russo-Japanese War that led to this stunning reversal of fortunes. Using the same rules as Fear God & Dread Nought, a novice can begin playing within a half hour of opening the box using the specially designed Jump start scenario. Dawn of the Rising Sun follows the same format as Clash of Arm's other rules used in the Admiralty Trilogy, making them easy to follow for experienced gamers, and novices alike. Tactical turns represent 3 minutes, with intermediate turns (for long distance maneuvering and long stern chases) representing 30 minutes. Gun hit probability is based upon a combination of factors such as visibility, range, target size, number of rounds fired at the target, and the speed of the firing and target platforms. Damage is a function of the type of shell, number of barrels firing and armor of target, and is easy to calculate also. Blank ship forms allow the player to list all the ranges and damages of his ship's particular guns in advance, making it quick and easy to calculate both damage and hit probability. Critical hits are a function of the amount of damage taken last round vs. the amount of damage able to be taken. Critical hits are typically scored against systems (engineering, bridge, steering or individual weapon mounts). Each scenario has its own map, showing the disposition of forces. In addition to the well known battles such as Port Arthur, Yellow Sea, and Tsushima Strait, several smaller battles are included. The scenario book is full of original after action reports as well as helpful sidebars on a wide range of topics. The Data Annex is complete for all the ships that were involved, as well as including line drawings of the major combatants and additional source material, making it a valuable reference in itself. Step onto the Admiral's bridge and see if you will sustain or reverse history. Russo-Japanese War contains: FG&DN Rules RJW Data Annex Scenario Book - 20 scenarios plus numerous sidebars and articles. 2 countersheets, 210 ship, and 140 markers (land based guns, searchlights, fires, torpedoes, etc.)

Questions et réponses

Selon le catalogue, The Russo-Japanese War: Dawn of the Rising Sun se joue de 1 à 2 personnes. Cette fourchette correspond au nombre de joueurs indiqué par l’éditeur : le jeu s’installe donc pour toute taille de groupe dans cette limite. La mise en place, certaines règles et le décompte peuvent varier selon l’effectif ; vérifiez la configuration exacte dans la règle de votre édition.