Conquest
and Consequence Original Retail Price: $115.00 This is a
new MINT copy in the original shrinkwrap. Buyer will pay $16.00 for priority
mail. I will ship internationally, but check for cost. I
will combine shipping of like items, again check for
costs. Deliveries within the state of California are subject to a
10.25% state sales tax. COMPONENTS 22”x 34” Mounted mapboard 228 wooden blocks 2 label sheets (sticky labels) 2 5/8” counter sheets 55 Action cards 55 Investment cards 28-page Rulebook 32-page Playbook 3 Player Aid cards (2-sided
cardstock) 1 pad of Game Record sheets 4 6-sided dice PUBLISHED: 2021 DESIGNER: Craig Besinque DEVELOPER: Simon McDonald ART: Charlie Kibler and Carlos Olivares PRODUCTION COORDINATOR: Tony Curtis PRODUCERS: Andy Lewis, Rodger MacGowan, Gene Billingsley, Mark Simonitch, Tony
Curtis Conquest and Consequence brings the Triumph and Tragedy system to the Pacific/East
Asia theater during the same 1936-1945 time period. Like T&T, it is
designed for 3 players, maintaining the 3-sided dynamic that adds so much
variety and intrigue to the system. · Militarist Japan,
the first Asian power to modernize, seeks to replace the European colonial
empires in East Asia with a true “all-Asian” empire, with itself as the natural
leader. · The Communist Soviet
faction comprises the Siberian USSR and the Red Chinese revolutionaries. · The Capitalist USA
faction consists of the United States, the British Empire, and the struggling
regime of Nationalist China. The game begins in 1936 with the Militarists in control of
Japan and expansion on the agenda. Its [war] industry is well developed, but it
is weak in population and particularly resources. Its battle-hardened army has
easily overrun resource-rich Manchuria, and a weak China awaits. Japan (like Germany in T&T) has the early initiative due
to its well-prepared military. Will it: 1. Move south into China? 2. Take the “Northern Road” into
resource-rich east Siberia (as favored by the army)? 3. Pursue the “Southern Road” to the
oil-rich Dutch East Indies advocated by its navy? 4. Or bide its time, seeking a better
position via diplomatic arrangements with neutrals including independent
Chinese warlord states? Japanese aggression in China
will likely irritate the sleeping giant that is the USA, but it is far away
across the wide Pacific, and Japan has special naval abilities that allow it to
compete at sea. The Red Chinese have just
completed their Long March and re-established their base in inland Shaansi, far
from areas of Japanese (or Capitalist) interest. The Red Chinese are very weak
militarily but have a secret weapon: Partisans. These are non-military
“political” organizations (represented on-map with cardboard counters) that are
difficult to eradicate, multiply if ignored, and can be converted into military
units when desired (this being ill-advised without sufficient concentration).
The Soviet Union, also acutely aware of Japanese expansionism, is desperately
fortifying eastern Siberia, which is otherwise thinly defended. Nationalist China is aware of
the Japanese threat but must also deal with the internal Communist threat. The
United States is disarmed, disinterested, and distracted by the Great
Depression. The British Empire is woefully under-defended and overconfident. The
USA alliance must build up its economy while somehow improving the military
capabilities of the British Empire, Nationalist China, and itself. The game combines the Pacific
naval war and the land war in Asia (including the Chinese Civil War), both
equally weighing upon victory. The naval war is dramatic, featuring short, decisive
battles and expanded roles for airpower and island bases. In the tradition
of Triumph and Tragedy , the 3-sided aspect features
negotiation, diplomacy, and subterfuge within a multitude of strategic
possibilities. Like T&T, the game allows players freedom to diverge from
the inclinations and policies of the historical actors and plays in 4-6 hours
of constant tension and involvement.
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