
The Imjin War relates the story of one of the toughest conflict in the end of the 16th century, depicting the invasion of the Joseon kingdom of Korea by the Japanese, from 1592 to 1598.
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The Imjin War relates the story of one of the toughest conflict in the end of the 16th century, depicting the invasion of the Joseon kingdom of Korea by the Japanese, from 1592 to 1598 (end of second invasion). The Japanese must capture possibly the whole of the peninsula from their Busan foothold in the South. The Korean player must repel the invasion with the help of China…
The Grand Campaign scenario lasts up to 105 turns, each representing one week between May 1592 and April 1594. There are smaller scenarios covering parts of the 1592-1593 campaign, as well as a scenario on the second invasion of 1598.

One player represents the Samurai armies of Japan’s master Hideyoshi, the other has the Koreans, with Joseon Koreans and Ming Chinese forces. Both sides, depending on events and card play may possibly control the land units of the Manchu Jurchen tribes (green).

The Japanese have very numerous land forces at the start of the game, but their navy, although numerous, is weak and poorly led and their goal is to conquer all of Korea in order to reach – and conquer – China.
The Korean player must first hold desperately against the initial invasion and superior enemy troops, waiting for Chinese reinforcements, counting on local rebellion, and most of all his powerful navy to alter the course of events.
Keeping forces in supply and seizing the main towns will prove the decisive factor in winning this war.

The map represents the Korean peninsula, with its 7 most important historical provinces at the time. There are off-map boxes covering nearby areas in Manchuria, China and Japan, as well as many sea zones (and areas used for naval trade).

Both sides will handle thousands of land troops, hundred of warships (including the famous Turtle ships), irregular forces and various rebels and raiders.
The game has hundred of cards and events for weather, income, loyalty of populations, diplomacy, combat and sieges. Special detailed rounds of combat cover the specificities of that war, both at sea (gunfire broadsides, boarding) and on land (harassment by horse archers or guerrillas, firepower of arquebus and cannon, samurai ability in close combat, etc…).
Unit scale: regiments or equivalent, ships by squadrons of 1-6 units. Time scale: 1 turn = 1 week. Map scale: 1 region = 40 km².

The Japanese win the game if they conquer the whole of Korea and capture the Chinese provinces of Liaoning and Zhili. Their opponent wins if he expels the Japanese from the peninsula. In case of absence of decisive victory, accumulated victory points will determine the victor.

The game event cards allow full replay ability thanks to the numerous various situations that their create on the diplomatic, military, political or economical fields
Average Duration: 18h+
Favored Side: None
Most Difficult Side to Play: Koreans

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Korean, Japanese, Italian, German, Spanish - Spain, Portuguese - Portugal, Russian
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Reviews
외국 게임 게발사에서 우리나라역사에 관심 가져다 주는건 좋은데..(SGS 게임의 팬) 신장의 야망 일러스트와 드마라 인물들을 무단 도용한게 엄청 거슬림...
壬辰倭乱唯一战略级电子兵棋,有得选吗?明军在更新后也得到了加强。想玩明军直接第三个剧本,3回合内必杀小西行长。双人或者自已推比较有意思,AI即使最专家也不太聪明,第一个剧本玩朝鲜,30回合,明军还没出场日军都快被我推下海了。另外有恶性bug,还得修。日军将领会不断复制杀也杀不死。
Bought it today and was stucked there for most of the day ! This game is a gem, as good as the previous Taiping game. The designers have really captured the inbalance of both sides, and the campaign constraints are well rendered, especially Japanese strength of land but powerless at sea... I struggled to maintain my supply lines, and even though I reached China with the Japanese, I could not conquer the box, my troops were too depleted by supply and, latern by winter. TI loved Afrika Korps for its logistical nightmare, but this game is even better. Well done, once again A faithfull customer
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Hours played at review time, across 36 reviews with recorded playtime.
I can say, after a few hours of playing SGS Imjin War, that this game has been very well crafted by the team. I was pleased to discover a historical event that is rarely covered in other games. The attention to detail is impressive and is beautifully enhanced by the unit and map graphics, just as in the previous games if not even better. In fact, I would say it's a step above Afrika Korps, which I already spent many hours enjoying. What makes this game stand out is not only its historical accuracy, but also the way it manages to stay engaging and challenging without being overwhelming. It's a must-play for any fan of wargames.
맵은 한국 전쟁이랑 거의 동일했고... 시스템도 SGS의 룰이 그대로 적용되어 불편하지 않음 이순신의 등장... ㅠㅠ 다만, 아직 언어가 어색한부분이 있습니다. 번역에 "권률"이라던지 "거북손"이라던지 생소한 이름(중국식 표현)등이 있습니다. 또한 일러스트가 장수인데 왕인경우가 있습니다. 게임 초반이라 그런지 몰라도 왜군이 생각보다 진격이 늦네요, 선조의 몽진 시점을 턴 초반에 무리하게 안해도 넘어 될 것 같고, 왜군이 전라도 해협으로 통과 안하고 멀리 돌아가서 길목을 지키는게 아니라 지나친 적을 타격해야 하는 전략으로 대응했습니다. 그래도 재밌네요
Si tout comme moi vous aimez le Japon médiéval, la cérémonie du thé, les cerisiers en fleurs et les campagnes stratégiques jouées au long cours, suivez moi en Corée, à la découverte de ce jeu fort bien réussi. https://www.jstrategies.fr/accueil/articles/sgs-imjin-war
턴 넘길 때 자꾸 멈춰요. 좀 더 많은 업데이트가 필요합니다.
咸镜道的精锐边军和全罗道抓壮丁的庞大勤王军是一点没还原出来,另外日本人什么时候从葡萄牙买过盖伦船?AI逻辑也有一堆问题,大战役选朝鲜即便把王京的机动部队全调走,冬天来临之前日本人最多也只能打到京畿道/黄海道和江原道,各道壮丁只需要聚在一起吃小堆叠莫名其妙就赢了。还有女真参战的规则设定,选朝鲜即便打出卡牌也没见过加入人力卡池,日本倒是经常拉女真入伙,然后在咸镜道和平安道大后方刷日本火星兵和日本堡垒。。。。
Excellent jeu, très complet, idéal à deux joueurs. Des monceaux d'unités à gérer, mais la plupart heureusement sont des fixes.
un Très bon SGS, sur un thème peu classique.
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