Publisher: GMT Games
In Conquest & Consequence you step back to the years 1936 to 1945, with the war in the Pacific and East Asia as your playing field. You play with three sides, each with its own dreams and fears. At the table sits militarist Japan, which wants to build a great Asian empire. Facing it are the communist side with Siberia and Red China, and the capitalist side with the United States, the British Empire and Nationalist China. Together these three powers make for a game full of tension, talk and surprising twists. Japan starts strong and has to choose which way to go. Do you push south towards China, or do you go for the oil in the Dutch colonies? Or do you wait quietly and make secret deals with neutral parties? The Red Chinese are militarily weak, but they have a secret weapon: partisans who are hard to beat and who grow if you leave them alone. Meanwhile the capitalist side tries to build up its economy and army before it is too late. Every choice counts and nothing is settled in advance. This is a game for fans of depth and long evenings at the table. The fighting at sea is short and fierce, with a big role for air power and island bases. On land the war rages across Asia, including the Chinese civil war. Negotiation, bluffing and betrayal are all part of it. Expect four to six hours in which you cannot sit back for a moment. Perfect for three players who want to live through one big story together.
| Aantal spelers | 2 - 3 |
| BoardGameGeek categories | Economic, Political, Wargame, World War II |
| BoardGameGeek mechanics | Area Majority / Influence, Campaign / Battle Card Driven, Tech Trees / Tech Tracks, Alliances, Movement Points |
| Complexiteit | Expert |
| Leeftijd v.a. | 12 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | GMT Games |
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Only customers who bought this game can leave a review. Check the invitation in your email.
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In Conquest & Consequence you step back to the years 1936 to 1945, with the war in the Pacific and East Asia as your playing field. You play with three sides, each with its own dreams and fears. At the table sits militarist Japan, which wants to build a great Asian empire. Facing it are the communist side with Siberia and Red China, and the capitalist side with the United States, the British Empire and Nationalist China. Together these three powers make for a game full of tension, talk and surprising twists. Japan starts strong and has to choose which way to go. Do you push south towards China, or do you go for the oil in the Dutch colonies? Or do you wait quietly and make secret deals with neutral parties? The Red Chinese are militarily weak, but they have a secret weapon: partisans who are hard to beat and who grow if you leave them alone. Meanwhile the capitalist side tries to build up its economy and army before it is too late. Every choice counts and nothing is settled in advance. This is a game for fans of depth and long evenings at the table. The fighting at sea is short and fierce, with a big role for air power and island bases. On land the war rages across Asia, including the Chinese civil war. Negotiation, bluffing and betrayal are all part of it. Expect four to six hours in which you cannot sit back for a moment. Perfect for three players who want to live through one big story together.
| Aantal spelers | 2 - 3 |
| BoardGameGeek categories | Economic, Political, Wargame, World War II |
| BoardGameGeek mechanics | Area Majority / Influence, Campaign / Battle Card Driven, Tech Trees / Tech Tracks, Alliances, Movement Points |
| Complexiteit | Expert |
| Leeftijd v.a. | 12 |
| Speeltijd | > 60 |
| Taal | Engels |
| Uitgever | GMT Games |
There are no reviews yet.
Only customers who bought this game can leave a review. Check the invitation in your email.