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Samurai: Warfare in 16th Century Japan cover
BGG · needs curation

Samurai: Warfare in 16th Century Japan

GMT Games · 1996

BGG #6421
2180 min7.1
(from GMT website:) Samurai is the fifth entry in the award-winning Great Battles of History series and is easily the most exotic and visually stunning. Samurai covers all the major battles of the Sengoku Jidai (the Age of Warring Daimyos). Japan was truly a country at war. Because of the nature of 16th century Japanese warfare, it is also the easiest game in the series to play. The revamped command system simulates the clan-oriented levels of leadership, plus simplified shock and fire mechanics. Also included are individual samurai used to challenge opponents and collect the important severed heads. Ignore the challenge and lose face, or even be forced to commit seppuku on the spot. Battles include the most unusual Okehazama, complete with burning castles, thunderstorms, and a historically victorious army out-numbered six to one; Anegawa; Kawanakajima; Mikata-ga-Hara; Nagashino, with the famous Takeda cavalry corps charging Oda's volley-firing musketeers; and the most famous battle to take place in Japan, Sekigahara. All the great leaders are there: Obu Nobunaga, Takeda Shingen, Uesugi Kenshin, and of course, Tokugawa Ieyasu. The Anegawa 1570 - Nobunaga takes the offensive against his treacherous brother-in-law, Nagamasa. His objective is Nagamasa's castle of Odani. Sekigahara 1600 - The most decisive battle in the history of Japan. The rivals were I. Mitsunari and T. Ieyasu ... one would be Shogun. Kawanakajima 1561 - Uesugi Kenshin was determined to destroy Shingen once and for all. His objective was Shingen's Kaizu Castle. Okehazama 1560 - One of Oda Nobunaga's finest victories, won by a small force against one much larger, at odds of about six to one! Nagashino 1575 - The culmination of Oda Nobunaga's brilliant military career and a milestone in Japanese history. Mikata-ga-hara 1572 - Takeda Shingen is pitted against the young Tokugawa Ieyasu in a furious battle. TIME SCALE: 20 minutes per turn MAP SCALE: 100 yards per hex UNIT SCALE: 100 men per strength point; individual leaders and samurai NUMBER OF PLAYERS: One to four DESIGNERS: Mark Herman and Richard Berg ART DIRECTOR/PACKAGE DESIGN: Rodger B. MacGowan MAP ART: Mark Simonitch, Joe Youst (1996), Leland Myrick (2007) COUNTER ART: Mark Simonitch, Rodger B. MacGowan, Mike Lemick GAME RESEARCH: Masahiro Yamazaki
Waterloo cover
BGG · needs curation

Waterloo

Treefrog Games · 2009

BGG #6422
2180 min6.9
Description courtesy of BoardgameNews.com Waterloo – a two-player game for early 2009 with the French and British fighting once again. The action system is a clever creation: You know the range of possible actions that you can take on a turn, but the opponent knows exactly how many actions you have, and that knowledge strips the certainty from your preparation. Can you get your infantry back in a defensive position before the opponent thunders through with his cavalry? If you don’t think you can, you might develop timidly, which gives the opponent a better shot of taking valuable terrain. Damage in the game is represented by blue/red/black cubes, and you can distribute the cubes throughout your lines during the game to represent the movement of troops back and forth from the front lines. Shifting all the damage to the back seems like a no-brainer, but if cavalry does break through your front line, your troops are toast. Morale is checked only in face-to-face combat, and it’s handled by a die roll compared with the level of damage within an area. Control of areas like La Haye Sainte is critical. Just as Wellington tried to funnel French attacks through gaps in ridges in order to cut off their support, you can do the same, fighting for highland to prevent being pinched. The French win if they take Mont St. Jean, the British if they take Rosonne; if neither occurs before the end of 8pm (ie the last turn), then the British and Allies win.
Cereal Killer cover
BGG · needs curation

Cereal Killer

Primigenio · 2025

BGG #6423
2–310–15 min7.4
INVESTIGATION CONTINUES INTO SERIAL MURDERS A string of unsolved crimes has left the city on edge as a cunning killer leaves victims in the shadows. Their weakness? A cereal addiction! Will the investigation team figure out their whereabouts in time to arrest them? One player goes as the Killer, and their goal is to take six victims while secretly moving along the streets. The other player is a detective who will test their deduction skills to track the criminal, and interrogate witnesses for key information to arrest them before the week ends. This new edition improves the rules, components, and adds a third player: Lola the dog.
Attack Sub cover
BGG · needs curation

Attack Sub

The Avalon Hill Game Co · 1991

BGG #6427
230 min6.7
Attack Sub is a card based wargame similar to Up Front. The topic is modern submarine warfare (Mostly US/Nato vs. Soviet/Warsaw Pact, but there is an occasional Falklands War scenario.) Each player has one or more submarines and/or surface ships. Each ship is represented on an individual large card with counters showing current contact status and damage. Each player plays cards to increase their "contact level" relative to their opponent. Contact level abstractly represents relative position and sonar readings. It is possible for one ship to have a better contact on his enemy than the enemy has on him. When high enough contact level is reached, torpedoes can be fired.
Königsberg: The Soviet Attack on East Prussia, 1945 cover
BGG · needs curation

Königsberg: The Soviet Attack on East Prussia, 1945

Revolution Games (II) · 2018

BGG #6428
1–3240–480 min8.0
Konigsberg: The Soviet Attack on East Prussia, 1945 simulates the Soviet Attack by the 2nd and 3rd Belorussian Fronts on elements of Army Group Center in January, 1945. Each corps and army is represented by an activation chit and each side has a limited number of activation's they can use in a turn. This leads to players uncertain as to when or if formations will move or fight when they want. The Soviets offensive is mobile but quickly out paces its infantry and HQ's, random events can ground the Soviet Air Force or Stalin may intervene and delay some formations. The Germans units get hit hard and each move is critical to blocking the Soviets from the critical cities of Elbing and Konigsberg. Your motorized formations can be hit by no gas or the Gross Deutchland could withdraw when you need these units to defend a critical location. Can you replicate the epic defense of Konigsberg or will the Soviet onslaught win the day? Game Scale: Game Turn: 2 days Hex: 5 miles / 8 kilometers Units: Kampfgruppe to Corps Game Inventory: One 22 x 34" full color map One dual-side printed countersheet (280 1/2" counters) One 12-page Konigsberg rulebook One Cover Sheet/Player Aid Card One Plastic zipper bag Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-10 hours Note: Players will need to provide one 6-sided die and one container with which to draw out Command & Activation chits.
Bunny Kingdom Town cover
BGG · needs curation

Bunny Kingdom Town

IELLO · 2026

BGG #6430
230 min7.0
Become the leader of one of the two most powerful families in the royal court as you compete to build a new city and nurture it to greatness. In doing so, you will be awarded prestigious "golden carrots", a sure way to outclass your rival. In Bunny Kingdom Town, you purchase buildings that best suit your strategy and place them in the best locations to grow your districts and earn more golden carrots...unless, of course, you instead choose the exact location your opponent had their eye on in order to thwart their expansion plans. The town's inhabitants will send you their requests, which will guide you in your construction choices and can bring you, yes, more golden carrots.