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Great War at Sea: 1904-1905, The Russo-Japanese War
From the original company website entry:
What is Great War at Sea: 1904-1905, The Russo-Japanese War
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.
Game details
- Players
- 2–4
- Age
- +12
- Duration
- 30 min
- Difficulty
- Medium
- Type
- Board game
- Year
- 1999
- Mechanics
- Dice Rolling · Hexagon Grid
- Categories
- Nautical · Post-Napoleonic · Wargame
- Designer
- Brian L. Knipple · Michael Bennighof · Joe Keller
- Publisher
- Avalanche Press Ltd.
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Everything about Great War at Sea: 1904-1905, The Russo-Japanese War
How many players is Great War at Sea: 1904-1905, The Russo-Japanese War for?
Great War at Sea: 1904-1905, The Russo-Japanese War plays with 2–4 players.
How long does a game take?
A game takes about 30 minutes.
What age is it suitable for?
It is recommended from age 12.
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