The Kuromaku: Domination of Japan (1987)

Idade Mín.: 0
Jogadores: 2 - 8
Editora: Sho-Kikaku
Designers: Ginichiro Suzuki
Artistas: Desconhecido
Mecânicas: Dice Rolling, Network and Route Building
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"Kuro-maku" (literal translation is "black curtain") means "wirepuller" in Japanese. This game was designed under the influence of Illuminati.
The game of conflict for domination of Japan in modern age. Companies and organizations in the game is fictitious, however they have a name reminiscent of a real organization.
Each player take one character card. Each card represents a person that have ambitions to domination of Japan. They have basic abilities, special ability and victory condition. So, each player performs a wirepuller behind black curtain of Japanese society.
Organization cards is another type of card in play. These cards are represent a corporation, political party, government agencies or other group. In the game play, players control many organization and appoint to one of five section of their syndicate. Money section is use for income, other four sections is use for attack to other organization.
In each turn, players first receive income and then take two actions from attack, recover, re-organize, exchange or pass.
The game is end who achieve personal victory condition or time limit. In later case, winner determined by most powerful attack ability in each syndicate.
The game of conflict for domination of Japan in modern age. Companies and organizations in the game is fictitious, however they have a name reminiscent of a real organization.
Each player take one character card. Each card represents a person that have ambitions to domination of Japan. They have basic abilities, special ability and victory condition. So, each player performs a wirepuller behind black curtain of Japanese society.
Organization cards is another type of card in play. These cards are represent a corporation, political party, government agencies or other group. In the game play, players control many organization and appoint to one of five section of their syndicate. Money section is use for income, other four sections is use for attack to other organization.
In each turn, players first receive income and then take two actions from attack, recover, re-organize, exchange or pass.
The game is end who achieve personal victory condition or time limit. In later case, winner determined by most powerful attack ability in each syndicate.
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