Description: ! Clash of Arms Games - Marching Through Georgia - Sherman's Campaign - 1864 Clash of Arms Games - Marching Through Georgia - Sherman's Campaign - 1864 Description We Have For Sale** (1)tmj Panther Games WARLORDS China in Disarray 1913 - 1950 Panther Games Out of Print Original CONDITION: SEALED (See Pictures) WARLORDS ‘Warlords’ is the best simulation of the turbulent period of Chinese history from the fall of the Manchu’s to the success of the Chinese Communist Party under Mao Zedong. Warlords has three major design elements – diplomacy, resource management and military operations. It contains three scenarios and a campaign game. These scenarios make it suitable for three players, four players, five players, six players or seven players. It plays rather quickly despite the amount of detail in the rules. In the game players take control of one of the seven factions in the game. Four factions represent regional warlords and the other three factions represent political groupings – The Chinese Communist Party, the Kuomintang and the Japanese Army. The Scenarios The scenarios have been carefully structured to facilitate play by different numbers of people and to represent different phases of Chinese history during the first half of the twentieth century. 1913-1925 Scenario goes for 10 years and is for four players representing the four warlords – the Wu, the Feng, the Sun and the Chang. 1926-1935 Scenario goes for 10 years and is for five or six players – the Japanese have no presence in this scenario. 1937-1950 Scenario goes for fourteen years and is for three players only. No diplomacy takes place in this scenario The campaign game works best with six, even though the rules say it is for seven players. Each of the scenarios has a totally different feel due to the political realities of the period depicted. The scenario design shows some really nice development has gone into the game. Sequence of Play Cycle Turn 1. Diplomacy Phase a. Negotiations Segment – players can talk privately amongst themselves. b. Declarations Segment – plays announce alliances. You may only be allied with one other player at a time. No one can be allied with the Japanese. You gain political points for forming an alliance and lose them for breaking an alliance. Allies are able to move their units simultaneously and so have combined military operations. 2. Famine Phase – roll a die and pick chits to see where the famine occurs – it will reduce the value of affected provinces. 3. Revolt Phase – roll dice to see which provinces go into revolt. 4. Production Phase – players gather resources and then spend resources to maintain existing units and create new units. Resources not spend are accrued and may be used during the Operations Phase to allow armies to march and wage war. Operations Turn At the start of the Operations Turn events may occur. Then, in initiative order players have their own turn. Initiative is based upon a factions position of the political status track. There are three Operations Turns before you have another Cycle Turn. To make it even more interesting, the player with the highest initiative (or the Japanese) may choose to go anywhere in the turn order. This means that players may engineer a double turn if they wish to. During a player’s turn they check the supply status of their armies – you either pay resources to allow your armies to move and/or fight or you have them forage and remain where they are. Then armies may be allowed to move and fight. It’s all pretty straight forward really. GAME INCLUDES Box – solid and attractive. On the negative side it is a touch larger than the standard Avalon Hill bookcase game box and consequently didn’t fit neatly on my shelves with the other boxes. I guess this is a design decision to try to make the game stand out from other games in the FLGS. Rules – 13 pages and clearly written. The rules actually contain some nice humour and are fairly enjoyable to read. Map – approximately 48 cm x 57 cm. The map is glossy and printed in full colour. It is clear and functional, even though I don’t agree with a couple of the design decisions regarding colours. Each province is a different colour to adjacent provinces – light blue is a bad colour for a province as it makes them look like large lakes.The cross-hatching of areas not used in the game is a touch ugly and could have been done just as effectively by simply making the non-useable areas lighter in shade. Die – big, bold and white – like the designer himself. Play Aids – two cards with a map, sequence of play and various charts and tables. Another card is used to record the turn, political status and initiative levels. The cards are standard black print on card – nothing special but certainly useful. Counters – there are two sheets of these – the large sheet has large counters representing armies. The small sheet has small counters representing provinces, minor warlords, guerrilla armies and general purpose markers. They are attractive, colourful, functional and, alas, a tad too thin. CONDITION SEALED Black Horse Games Ships Globally Request a Quotation Get Images that Make Supersized Seem Small.Showcase your items with Auctiva's Listing Templates! THE simple solution for eBay sellers. Track Page Views With Auctiva's FREE CounterWOW! 13 Days until Christmas!WOW! 13 Days until Christmas! !!!!!!!!!! ONE Day HANDLING FOR THE HOLIDAYS! SEND US A MESSAGE & WE WILL BE SURE TO GET IT OUT!!!!!!!!!!!!!!!!!!!!!!!
Price: 35.99 USD
Location: Green Bay, Wisconsin
End Time: 2024-02-12T03:07:13.000Z
Shipping Cost: 12.99 USD
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Item Specifics
Return shipping will be paid by: Buyer
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money back or replacement (buyer's choice)
Game Type: Board Game
Theme: War
Title: WARLORDS China in Disarray
Brand: Panther Games
Recommended Age Range: 10 to adult
Min. Number of Players: 3 players