One of the great difficulties in creating any work of game-as-history is the sheer potential bulk of the thing, where the subtle complexities of real-world conflicts must be modeled as rules, endowed with appropriate exceptions, and tested for some semblance of balance. Take the Battle of Sekigahara, for instance. Set in the autumn of 1600, this was the final step in a years-long campaign by Tokugawa Ieyasu to bring the warring daimyos of Japan under his thumb. During the course of this seven-week campaign, clans and generals swapped sides, cobbled highways and back-country fortresses alike played important strategic roles, firearms and cavalry disrupted the usual order of battle, and some dude held a fortress against all odds through the sheer weight of his respectability.
The beauty of Sekigahara: The Unification of Japan — and I don’t use that word lightly — is that it’s perhaps one of the least demanding games I’ve ever played from GMT, somehow managing to capture the drumming tension of its subject matter without ever once sacrificing depth for simplicity or simplicity for depth.