
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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This game correctly reflects the logistical difficulties of Taikou's expedition, but overlooks the supply challenge of Ming & Joseon which plagued them during the entire war. As an alternative history, what if William Adams works for Osaka or Shimatzu and build a galleon fleet? they may control the Yellow Sea and build supply station on the west coastal.
어떻게든 해보고 싶어서 샀는데 아예 손도 못대고 있어요. 튜토리얼이라던가 따로 설명 및 기본적인 조작방식에 대해 알 수 있으면 좋겠습니다. 게임을 즐기고 싶어요.
游戏背景故事: 血火淬炼:壬辰卫国战争中的民族团结丰碑 1592年4月,日本战船如黑云般压向釜山港。丰臣秀吉的二十二万大军手持火绳枪踏上朝鲜土地,两个月内汉城沦陷、平壤失守,李氏王朝仓皇北逃。这场史称“壬辰倭乱”的战争,在血火中淬炼出一个民族不屈的脊梁。 破碎山河间的星火 当日军铁蹄踏破晋州城,六万军民的血染红洛东江水,朝鲜大地上却燃起抗争的星火。农民扔下锄头铸成“飞击震天雷”,僧侣放下佛珠举起斩倭刀。在庆尚道的山谷里,郭再祐率义兵夜袭敌营;在全罗道的海面上,李舜臣的龟船如钢铁巨兽撕碎日舰。这些自发抵抗的火种,照亮了沦陷区的至暗时刻。 跨越鸭绿江的兄弟 1592年深秋,大明王朝的使臣在义州面见朝鲜国王:“倭寇图朝鲜实为图中国,此乃唇齿之盟也。”五万明军铁骑越过冰封的鸭绿江。平壤城下,李如松的虎蹲炮轰开城门;碧蹄馆前,查大受的辽东铁骑血战阻敌。当七十岁的邓子龙在露梁海战中跃上火船,与李舜臣并肩战至生命最后一刻,两国将士的鲜血已在黄海交融。 血盟浇铸的现代基因 这场战争留下的不仅是焦土。明军传授的《纪效新书》在朝鲜催生近代陆军,戚家军战法融入半岛血脉。三百年后,当联合国军的炮火再燃半岛,毛泽东的“唇亡齿寒”论断与万历皇帝的国书遥相呼应。四万五千名解放军官兵整建制移交朝鲜人民军,汉江两岸再次见证跨越民族的生死相托。 今日延边大地,“朝汉手拉手”的歌声在三百所学校回荡。辣白菜与饺子在餐桌上相遇,汉语和朝鲜语在街巷交织。金达莱花丛中的烈士碑,仍诉说着四百年前的血盟——当露梁海峡的硝烟散尽,一个真理铭刻历史:真正的钢铁长城,永远由团结之砖铸就;最锋利的刀剑,必定在患难中淬炼成型。 那些在泗川湾驾驶龟船的水兵,在义州城头点燃狼烟的百姓,在平壤城墙架设云梯的明军,用生命诠释了“宁静晨曦之地”的真谛:唯有各民族团结如钢,方能守护共同的黎明。
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Hours played at review time, across 36 reviews with recorded playtime.
튜토리얼이 있었으면 좋겠어요..
임진왜란을 배경으로 한 게임은 의외로 적다는 면에서는 새롭게 도전할 의욕을 주고 있네요. 제작사가 나름 임진왜란에 대해 상당히 조사를 해온 것도 게임내에서 드러납니다. 게임 자체가 기존에 한국게이머들이 해본 적이 없는 방식의 게임이기 떄문에 초보자들에게는 좀 어렵습니다. 하지만 임진왜란을 이런 식으로 다룬 게임은 없기 때문에 게임에 적응하면 나름 매력적이라고 생각합니다. 그런면에서는 추천을 드립니다. 하지만 단점도 많아요. 우선 이 게임은 토튜리얼도 없고 더구나 게임 메뉴얼은 어느것도 표시되지 않습니다. 번역과정에서 잘못처리한건지 3페이지 모두 아무것도 없습니다. 이런 장르를 처음 하는 사람이라면 당황할만 한데다가 메뉴얼에 아무것도 안나오니 더더욱 당황합니다. 역사적으로 조사를 해온듯 하지만 역사적 오류가 없는건 아닙니다. 예를 들면 제주도는 일본이 전쟁 초반부터 점령한 것으로 나오지만 실제 역사에서는 점령된 적이 없습니다. '이순신'의 첫번쨰 백의종군에서 같이 백의종군한 '이경록'이 제주에 부임한 이래로 전쟁이 끝날때까지 침략당하지 않았죠. 유닛도 보면 오류가 있는데 조선은 '정크'를 사용한 적이 없습니다. 영어권에서는 동아시아 선박을 '정크'로 통일하는 모양인데 한국에서는 전형적인 중국식 선박을 '정크'로 칭합니다. 보통 조선에서 그런 역할을 하는 선박은 '조운선'이죠.(아니면 일반적인 전근대 이전의 한반도 국가들의 전통적 선박을 의미한다면 '한선'을 추천. '정크'와 '한선'은 구조 자체가 다르다.) 오역으로 인한 표기도 그렇습니다. 어떻게 '이순신'을 '이옥기'로 번역하는지 알다가도 모르겠지만 '이억기'를 '이옥기'로 번역하는 것부터 인명 번역에 꽤 오류가 있습니다. 심지어 조선의 왕은 '돔 세종'으로 나오는데 한국인 게이머 입장에서는 엄청 당황할 오류죠. 당시 왕의 이름은 '선조'일텐데 말입니다. 그외 무엇을 어떻게 번역한건지 전혀 모르는 인물들이 있어서 당황스럽습니다. '한국함'이라는 인물은 도대체 누구인가요? 그외 '김완'은 '이순신'의 지휘하에 활약한 장수인데 어째서 강원도에 있는지 전혀 이해할수 없습니다. 거기에 조선의 인물들 포트레잇은 황당할 지경입니다. 제가 사극도 많이 본 관계로 이 게임에서 인물 포트레잇 이미지를 어디서 가져왔는지 대강 짐작이 갑니다만, 그래도 이건 심각한 오류죠. '김천일', '고경명', '조헌', '김명원' 등의 인물은 조선시대와는 전혀 상관없는 판타지 드라마인 '주몽'에서 가져온 포트레잇입니다. 조선왕들이 입던 곤룡포를 입은 '김완', '유극량, 중국식 관료 복장을 입은 '김덕룡', 일본인 복장을 한 '이옥기'('이억기'의 오역)등등은 게임을 하는 한국인 입장에서는 게임에 집중을 할수 없게 만들고 있습니다. 제작사가 해당 인물들의 '표준영정'(1970년대부터 한국정부가 역사적 인물들의 초상화를 통일하기 위해 시작한 초상화)을 썼으면 문제가 없는데 엉뚱한 이미지를 쓰니 한국 역사를 모르는 외국인 게이머는 체감하지 못하지만 반면 한국인 게이머는 불쾌하거나 어처구니 없는 감정을 느낍니다. 결국 불친절한 게임 설명, 잘못된 오역과 어처구니 없는 인물 포트레잇은 한국인 게이머에게는 최악의 단점이죠. 제작사가 게임을 수정해야 한다면 당장 조선의 인물 포트레잇부터 전면 수정하고, 오역부터 잡아내라고 권하고 싶습니다. 사실 부분을 수정한다면 조금은 게임에 몰입할수 있지 않나 싶네요.
This is an overall engaging and entertaining game. The system is classic, the graphics is excellent, and the music is fantastic. The only weak point is that, maybe out of playability and balance concerns, the combat data of the units is well against most of the established studies, making this game more like a game, rather than a serious history simulation.
UPDATE 25/6/3 Cool! Based on the first patch for this game and its announcement, I believe we can see SGS's relatively positive response and healthy attitude toward community feedback. Combined with my consistently favorable impression of this studio (which is also important), these factors have led me to revise my review to a positive one. Well done! (But don't be completely satisfied with the current stage!) Plus I hope that even if the game has been released for a long time, you won't give up on fixing any issues in previous games when players discover new problems. Appreciated! -------------- I would like to give it a "mid" if possible. Though I am a big fan of SGS games and I own most of them, I think I have to point out a very serious problem. The Imjin War gets what I consider to be better and diverse graphics than ever before, but that doesn't hide the design flaws in the value of the counters at all - these values are hardly historically accurate - you have to realize that Korea lost most of its territory in the first few months of the war, and the current design of Ming involvement is simply unnecessary or even negative. In another words, when you look back at history, you will soon realize that the Ming army played an important role in intervening in Imjin war. Both the Japanese and Ming armies in this game were designed to be too weak compared to the Korean army. Even if it's for balance considerations, there are better ways for the game to handle this than to take the facts in vain like that. So No. Please check the basic facts of history and be sure to reevaluate the counter design.
游戏不错,历史事件基本还原(但是女真单独列出来真的很抽象,不过朝鲜王国可以以一个很小的代价解决这个问题)。但对于数值上的问题就尤为明显了,首先明军在朝鲜就没有保持过大量的军队,而且战斗力极高,我不知道明军为什么会以一个庞大但战斗力低下的形式出现,明军在朝鲜驻军可以大致分为两个阶段:即和谈前李如松率领的辽东军以及来支援的宣大兵,人数在三万人左右,实际战力大概只有一万五千人,这一点体现在平壤攻坚战里。后期由杨镐带领的新加入的明军,让人数达到了五至六万。李如松的部队在朝鲜北部的战局里轻松击溃了两倍于他的小西行长部,也就是所谓的第一军。甚至在攻城战里都可以凭借劣势的人数,将其赶出平壤城。这与清军和英法联军在第二次鸦片战争里对于北京的争夺非常像(英法军队总数大概有20000人,清军人数大概在50000人左右),也就是‘TAIPING’中外国列强参战的局面一样,明军会以一种强大但是稀少的形式出现。
After giving a try to this new tittle of SGS I just want to recommend it to other players that like me, love history and this kind of games that allow us to represent conflicts that no other company will ever do. You can like more or less the topics of SGS tittles, but it always brings deep historical research, nice graphics and for me hours of having fun. Not a a fun of Asian history but as always, when you start to know about a new topic you love it more and more and this is the case. Very interesyting the different type of units, the cards and events, I still have to play more and test different scenarios but overall having fun with it. Things to improve, some parts of the manual could be better explained imo.
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.
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