Game - 229 - Khan
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Title | Khan |
Subtitle | The Rise of the Mongols |
Issue | 229 |
Has Game | Yes |
Publisher | Decision Games |
PubDate | 2005-08-01 |
Game Name | Khan |
Solitaire | No |
Players | 2 |
Complexity | Intermediate |
Series | Grand Empires |
UPC | 09510978135606 |
Scale | Strategic |
MSRP | 22.990 |
Page Count | 64 |
Edition | Game |
Editor | Joseph Miranda |
Contributor | Darin Levilloff, Gregory Smith, James Gordon, Joseph Miranda, Mark N. Lardas, Peter Wyche, William Welsh |
Artist | Joe Youst |
Designer | Joseph Miranda |
Game Tags | Asia, Middle Ages |
Description:
A wargame simulating the rise of the Mongols from their origins as a minor nomadic tribe through their sweep across Eurasia, during which they conquered the prominent empires of the age and established a vast realm that stretched from China to Russia and the Middle East. The game has several scenarios, representing the initial Mongol explosion out of Central Asia, the later campaigns of consolidation in the era of Kublai Khan, and a grand scenario representing the entire era.
Khan is a two-player game. The Mongol player controls the forces of the Mongols themselves, as well as their various subject peoples. The Kingdoms player controls various independent states and rebels who are opposed to the Mongols. The Mongol player, representing a single, centralized empire, has more direct control over his forces. The Kingdoms player, representing a range of sometimes competing powers, will find the game system causes various subordinate forces to enter and exit from his control at different times. Both player's forces are represented by military units and stratagem markers. Players must use a combination of military strength and cunning strategy to expand their power or defend their independence.
Khan is a two-player game. The Mongol player controls the forces of the Mongols themselves, as well as their various subject peoples. The Kingdoms player controls various independent states and rebels who are opposed to the Mongols. The Mongol player, representing a single, centralized empire, has more direct control over his forces. The Kingdoms player, representing a range of sometimes competing powers, will find the game system causes various subordinate forces to enter and exit from his control at different times. Both player's forces are represented by military units and stratagem markers. Players must use a combination of military strength and cunning strategy to expand their power or defend their independence.
Contents:
- KHAN: The Rise of the Mongol Empire by Joseph Miranda
- The Russian Navy in World War I by James Gordon
- The Lion Conquers Bavaria: The Battle of Lech, April 1632 by William Welsh
- (FYI)L.M.F. By Gregory M. Smith
- (FYI)Confederate Indian Units in the American Civil War by Mark Lardas
- (FYI)The Rise & Fall of Alexius Ducas by Darin Levilloff
- (FYI)Australian Conquest of Kaiser Willhelm's Land by Peter Wyche
- (FYI)WWII Electronic Warfare by Gregory M. Smith
- The Long Tradition
- Works in Progress
- (The Winners: Best of S&T 2004
Notes:
Each game turn represents five years. Each hex is approximately 100 miles across. Each military unit represents 10,000 – 100,000 troops, plus pack animals, camp followers, bureaucrats, etc. Each leader represents a single great person or cadre of generals and officials, plus an elite bodyguard.
The same game system is used for Charlemagne (Issue 189), Xenophon (Issue #203), Belisarius (Issue #210) and Khan (Issue #229)
The same game system is used for Charlemagne (Issue 189), Xenophon (Issue #203), Belisarius (Issue #210) and Khan (Issue #229)
Item created by: Lethe
on 2015-07-18 14:52:57
Last edited by: gdm on 2020-11-06 13:12:30
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Last edited by: gdm on 2020-11-06 13:12:30
If you see errors or missing data in this entry, please feel free to log in and edit it. Anyone with a Gmail account can log in instantly.