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Sekigahara (SKG)

BEGINNERS WELCOME:
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demo: Monday @ 9 – Exhibit Annex Table 1

Round 1/5: Monday @ 10 – Foggy Goggle Center


 

Matt Calkins: GM (6th Year)

GM Email


 

 

 

 

Links:

BGG Link AREALaurels

 

 

Sekigahara is a diceless block wargame based on the 1600 campaign that founded Japan's Tokugawa shogunate. The game features several unique and elegant mechanisms that make it appealing to wargamers and euro gamers alike. In Sekigahara, you are one of two warlords disputing Japan. (Capture the opposing leader to win the game.) The game is played with blocks and cards, plus the occasional cylinder and cube. [See upper left image.]

Your armies are represented by rectangular blocks displaying the insignia of the daimyo they serve. Blocks marked with a banner indicate the daimyo himself. Some blocks in this photo have cavalry attached (they will be stronger if they attack together). [See upper right image.]

Some daimyo may be more loyal than others. Each card indicates the clan it can deploy into battle, and some cards have a sword representing a special attack. On the right is a card used to challenge the loyalty of an army deployed by your opponent. [See mid images]

The winner will take home this trophy, a cast iron statue of a daimyo (with katana letter opener). [See lower left image.] Winners in their third (or later) round win an honor prize (see behind the main trophy in this picture) -- a samurai letter opener or a copy of the game. [See lower right image.]

Rules are simple and can be learned at the demo. Full games can be completed in under three hours. If you're interested in a historical background, read the historical notes at http:/www.gmtgames.com/living_rules/SekiRules-FINAL.pdf (on page 13).
The GM (who is also the game designer) will be available for questions throughout each round.

In this tournament we will use second edition rules, which have only one important difference from the first edition: the inclusion of two new Uesugi blocks on the board at the start of the game: Two units are added to the initial deployment. The blocks 3-Sesugi and 1-Uesugi-Gun get a circle deployment mark in the lower right corner, and two additional deployment circles appear in the Aizu location.

Players will begin with a bid for sides. Randomly determine the first bidder. Bid in blocks (zero or higher), specifying the side. The winner gets their choice of side, and the loser gets the bid number of blocks added to their recruitment box at the start of the game.
We will use a Swiss format. If two players emerge from the Swiss rounds with perfect records, a final will be scheduled on the following day.

Swiss matches will be assigned by number of wins. Final standings will be tie-broken by strength of schedule, measured by total opposing wins. All wins will count the same, whether by instant victory or victory point count.

Additional Prizes: GMT will provide merchandise certificates to the top four places. In this event we have a tradition of giving Honor Prizes for those who play several rounds, despite potentially poor results. Typically these have also been samurai figurines, letter openers, or the like. There are also prizes (figurines, etc.) for specific feats, like most enemy leaders killed or largest battle won.


 
 
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