英文レビュー:志士の時代

Game Title : Shishi-no-jidai

Publisher : Kokusai-tsushinsha

Game Designer : Gin-ichiro Suzuki

Game Thema : the whole Bakumatsu era

Game Scale
Period : from the Black ship to the Boshin-war
Map : all across Japan
Cards : many important persons of the era

Game Components
1 game map
37 cards
160 units
2 dice
1 rulebook

Game Sequences
The game contains 4 game turns. And the last turn contains special sequence Boshin-war.

Characteristic game mechanics
This is a very innovative Bakumatsu-game that I’ve never seen the similar one before.
This is not a hex-wargame at all. Briefly speaking, regular turn is a card auction game. In each turn, each player receives the same amount of resources called ryou ( currency at that era ). Then, the card for that turn is auctioned one by one. The order of auction is basically random. But, only few cards have determined orders. For example, in turn 1 the first card auctioned is Shimazu Nariakira and the 2nd card is Atsuhime. This fact strongly reflects the story of “ Atsuhime ” which was a very successful period drama of year 2008.
After all the cards of the turn are auctioned, each player plays one of his cards one by one. The main purposes of playing card are first moving the history marker to the place where the player can get the best victory points and second getting the victory points. Each card usually has some victory points zone based on the character’s historical role. For example, Shimazu Nariakira has Kaikoku and Koubu-gattai. This means he can get victory points of those zones when played. The history marker moves on the history track. This track starts with Son-oh Joh-I and then goes through Koubu-gattai and Sabaku, then moves into Son-oh and Taisei-houkan and finally ends Toubaku. These are basically the real progress of the history. So, each character appeared in historical order and take his / her role and giving victory points for players.

I think this is very clever idea that can describe variety of persons in one game system. The problem of this era is that not only the military campaign but also diplomatic actions, development of human resource, and business are important to change the trend of history. It is very hard to show all the important episodes by hex-wargame. But, this innovative design resolves the ever-difficult puzzle.

For example, in this game Thomas Glover is very important. I believe he is never shown in conventional Bakumatsu wargame ever. But, in this game he has special ability to sell weapons to several factions and get the victory points via trading. Since he can choose the opponent he can indirectly influence the final outcome of Boshin-sensou. In real history, he sold the weapons to Satsuma, Tyoushu, and Tosa. This was a strong help for Toubaku factions. In this game, the player who has Glover can choose to sell the weapon to Tokugawa government. This might be very dangerous case for Satsuma and Tyoushu.

Another very good example is Emperor Koumei. He is not a general at all. But, since he was the emperor, he can decide which faction has the Cause. Once he decided one faction has the Cause, the other faction has negative modifier for its military attack.

The military actions are described very abstractly in this game. During regular turns, each Han ( such as Satsuma, Aizu, Tyoushu ) can move their units to Kyoto. If that Han has the largest army in Kyoto, that Han can have 1 victory point.
But, moving and keeping units in Kyoto costs the resources. So, you must carefully decide how to distribute the resources into card auction and military action.

In the last turn, if the history marker goes to the last place of the track, the Boshin-war begins. This is actually a special turn. During Boshin-war, each Han can move his units all around the Japan. Satsuma and Tyoushu will move from the west to Kyoto and then to Edo. Toubaku faction occupies once Edo. The Ouu-alliance and Ezo republic will be formed. If Toubaku factory has enough momentum they can conquer the Easter part of Japan. Some characters have very special victory point zone during Boshin-sensou. For example, Kawai Tsugunosuke gets the victory points from Ouu-alliance. This means he must have the situation of Ouu-alliance, which can occur, only on the way of Boshin-war. This is very restrictive victory points, but bigger than usual victory points.
Based on this fact, the game is finally decided by the progress and outcome of the Boshin-war. This reflects the real history.

Special rules
Assassinations are possible at the point that it really took place. Assassination of Ii Naosuke, emperor Koumei, and Sakamoto Ryouma all are very effective but can be conducted only the player who has the character who can do it.
So, if you have some potentially assassinated character, it is a good idea to purchase assassins. But, usually potentially assassinated characters are effective and expensive, this is very difficult.

Final words
Though, the war itself is very abstract, still this game covers the whole Bakumatsu-era. And there are many interesting and important characters that never show up in the conventional wargame.
I strongly recommend this game for everyone who loves this era.
On the other hand, this game is very free for players’ decision. That means that usual play does not reflect the real history.