Sweden: The Swedes are reminiscent of the more traditional European powers and fit nicely into the current game hierarchy to allow for more balanced tournament play. The Swedish army fits the mold of both the Prussians and Russians but falls into line just below them in overall strength.
Indians: The Kingdoms of the Marathas, Mughals, Mysore and Sikhs from the Punjab have banded together to overthrow the colonial powers of the day. Their problem is overcoming the lack of a true leader that makes it difficult to set aside their rivalries and squabbling. They have speed rivaling the Ottomans but far less of a capacity to use it well. They are a true guerilla force adept at denying their opponents resources or freedom to maneuver.
Tokugawa Shogunate: The Shogunate is crumbling. The army seeks to modernize against the will of the Shogun and in a few years Japan will step into the Industrial age. However, at the turn of the 19th Century, insular clans still dominated the military. Every Daimyo leads his own army into battle with their own guns, cavalry, samurai and teppo. Only the Shogun can be called on to make any Clan work with another. Beware the deadly fury of the Banzai charge and even cornered units will fight to the bitter end and the last man.
China: The Chinese 8-Banner army boasts a core of elite units, including three cavalry units that can stand their ground against any European foe. Unfortunately, the Han conscripts and the peasants that form the Tuan Lian are ill-suited and under-equipped in relation to their Manchu and Mongol horsemen. Will rockets and witchcraft bring disruption to the orderly European battlefield.
- Card Driven
- Dice Rolling
- Grid Movement
- Hand Management
- Modular Board
- Variable Player Powers
- Jeff Horger
- Joseph Roush
- 32 Unit counters
- 240 Cards
- 8 Terrain tiles
- 3 Advance-to-Contact Counters
- Rules





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