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Conquest & Consequence

Conquest & Consequence

Conquest and Consequence brings the Triumph & Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for three players, maintaining the three-sided dynamic that adds so much variety and intrigue to the system. Those three sides are:

  • Militarist Japan, the first Asian power to modernize, which seeks to replace the European colonial empires in East Asia with a true "all-Asian" empire, with itself as the natural leader.
  • The Communist Soviet faction, which is comprised of the Siberian USSR and the Red Chinese revolutionaries.
  • The Capitalist USA faction, which consists of the United States, the British Empire, and the struggling regime of Nationalist China.

The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well-developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:

  • Move south into China?
  • Take the "Northern Road" into resource-rich east Siberia (as favored by the army)?
  • Pursue the "Southern Road" to the oil-rich Dutch East Indies advocated by its navy?
  • Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states?

Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea.

The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitali

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Conquest and Consequence brings the Triumph & Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T, it is designed for three players, maintaining the three-sided dynamic that adds so much variety and intrigue to the system. Those three sides are:

  • Militarist Japan, the first Asian power to modernize, which seeks to replace the European colonial empires in East Asia with a true "all-Asian" empire, with itself as the natural leader.
  • The Communist Soviet faction, which is comprised of the Siberian USSR and the Red Chinese revolutionaries.
  • The Capitalist USA faction, which consists of the United States, the British Empire, and the struggling regime of Nationalist China.

The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well-developed, but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:

  • Move south into China?
  • Take the "Northern Road" into resource-rich east Siberia (as favored by the army)?
  • Pursue the "Southern Road" to the oil-rich Dutch East Indies advocated by its navy?
  • Or bide its time, seeking a better position via diplomatic arrangements with neutrals including independent Chinese warlord states?

Japanese aggression in China will likely irritate the sleeping giant that is the USA, but it is far away across the wide Pacific, and Japan has special naval abilities that allow it to compete at sea.

The Red Chinese have just completed their Long March and re-established their base in inland Shaansi, far from areas of Japanese (or Capitali
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GMT Games

Inhoud Conquest & Consequence
Introductie jaar 2022
Leeftijd
EAN 817054012268
Sku 4424985
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