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Main Catalogue |  Board Games & Card Games |  Kuznia Gier |  Rice Wars

Rice Wars

Rice Wars


Price: £20.00

 
Reduced from £34.99!

PLEASE NOTE: Due to the weight of this item we are having to charge extra p&p to ship to addresses outside the UK. We will contact you for your consent and to arrange payment when we know the exact cost.

Board Game; 2-5 Players; Ages 12+ by Kuznia Gier Become The Daymio - the head of the Japanese noble house and clash in battle with your power-hungry opponents. Rice Wars is the economic strategy game set in the XIV-century Japan. Game is suggested for 2-5 players aged 8 years and up. The goal in the game is to manage the resources of the small island of Tokuno. Get the peasants to work for you in the rice fields, fend off the envious neighbours by sending your ashigaru troops, lend the ear to Imperial Advisors and hire the ronin who can challenge opposing daymio to the noble duel to the death. Game contains the two-sided board allowing the players to choose two variants of the game. The simple board is designed for fast-paced play for 2-4 players wile the epic board allows longer and more intricate game for 3-5 players. Enter the world of medieval Japan and fight for victory! Game includes: Board, 144 tokens, 55 cards, 24 wooden markers, 8 advisor cards, 5 daymio cards, ryo banknotes, rulebook. GAME REVIEW BY COUNTER MAGAZINE Kuznia Gier 2-5 players, 2 hours designed by Wojciech Rzadek, Michal Stachyra & Maciej Zasowski reviewed by Ben Baldanza In the last few years, new games from the Czech Republic have earned notoriety and these quickly established a new and potentially fertile ground for game design. This year, Poland took the ``emerging game design hotspot\'\' award at Essen with two new companies, Kuznia Gier and Wolf Fang, each hitting the stage with a lineup of well produced and interesting looking new games. Rice Wars is the best of Kuznia Gier\'s output, and the game plays well, though it is very difficult to come back if you get behind early. The theme is 16th century Japan, and players take on the role of Daimyo (ruler), each trying to control the money-making rice fields. Daimyo recruit peasants to work the fields and hire soldiers to both attack unfriendly peasants and defend the Daimyo\'s own workers. The winner of the game is the player with the most peasants on the game board at the end, thus everything ultimately is about getting more of your peasants on and knocking your opponents\' peasants off. The board shows a rice field, with 37 spaces on one side and 59 on the reverse side. The smaller side is for two to four players and results in a quicker game, while the larger field works with five players and it adds about 45 minutes to the game play. In addition to the rice fields, the board has a table that marks the rounds and another that marks the phases within a round. The small field game lasts seven rounds while the larger field runs eight; in either case each round has five distinct phases. The heart of the game is the action phase, and certain rounds are designated in ways that modify the abilities or effects of the action phase. Players can plan to use these affects to their advantage with the proper setups. Each player gets a Daimyo card that keeps their materials organized, as well as serving as a reminder of some of the game logistics. Peasants are shown as tokens in each of the Daimyo colors, while two types of soldiers, Ashigaru and Ronin, are neutral in color and available for hire to all. A deck of cards keeps things active and not always predictable; each player starts with two cards and more are gained through the game. Players can also bid for the use of ``advisors\'\' that function similarly to the cards but multiple players can take advantage of them. The five phases of the game center around the action phase, with earlier phases supporting what will be done in the action phase. Players earn income in the first phase of each round, and this is based on the number of peasants working in the field at that point. This is logical and seems simple; however, it sets up one of the more imbalanced parts of the game - its tendency to make the rich get richer and push the poorer back further. You win the game by having peasants on the board, and this also gets you more money, which helps in many ways to get even more peasants, and, well, you get the point. Each player has a palace that is placed on the edge of the board initially, and peasants generate income only if they are adjacent to the palace or link back to the palace though an uninterrupted chain of friendly peasants. ``Disconnected peasants\'\' are valuable for the game winning condition but don\'t create round-by-round income. After income is earned, players can hire any of the three token types that

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Main Catalogue |  Board Games & Card Games |  Kuznia Gier |  Rice Wars


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