Free demo of Sekigahara 1600. The demo includes six battlefields: Nancy, Bowang, Okehazama, Sekigahara, Gettysburg and Waterloo, plus the interactive tutorial. Any unit left in an enemy zone of control must attack: no quiet flanks, nothing held back. Pushing the line is the game.

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Free Demo

Play Sekigahara 1600: Must Attack Demo

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About This Demo

This is the free demo of Sekigahara 1600. The demo includes six battlefields: Nancy, Bowang, Okehazama, Sekigahara, Gettysburg and Waterloo. The interactive tutorial is also included.

■ Contact is commitment.

A unit that ends its move inside an enemy Zone of Control does not get to wait and see. It attacks. That single rule removes the safest move in most wargames - sitting still and letting the other side commit first - and it changes what every step across the map is worth.

There are no quiet flanks here. Wherever the two armies touch, a battle takes place. The real decision is therefore made earlier, in the movement phase: where you choose to make contact, and where you choose not to.

■ Fight for the line, not for the kill

Ground is taken by movement. Combat exists to push the line forward, and the opposing commander knows it. The AI is built to hold a continuous front, to seal the gaps you open, and to put its weight where the line needs it - not to farm favourable odds in a corner of the map while its centre collapses.

■ Not won or lost - how far you got

Every battle is scored on seven levels, from Decisive Victory to Total Defeat, and the two sides are not judged by the same standard. At Gettysburg the Confederates must break through in the time they have; the Union need only remain standing. Holding a hopeless position one turn longer than history did is a result the game will recognise.

■ Six battlefields in this demo

・Nancy, 1477 - Five turns: the last day of Charles the Bold, Duke of Burgundy. Attacking across the stream in front doubles the defence, and there are only two ways to avoid it: the road bridge under the Burgundian guns, and a woodcutters' path through the forest. Historically the allies took the path, fell on the Burgundian flank, and finished it within the hour. (5 turns / 43 counters)

・Bowang, 202 - Liu Bei sets fire to his own camp and falls back to the south. In the thickets on both sides of the road wait eight ambushing counters, with Guan Yu and Zhang Fei on the wings. They are not hidden: Cao Cao's army can see them from the first turn. Holding the burnt camp lets Cao Cao's army move 12 counters a turn instead of 9, yet it scores nothing. Will Xiahou Dun follow into the valley? Li Dian, who advised against the pursuit, will not leave camp until the ambush is sprung. (8 turns / 42 counters)

・Okehazama, 1560 - The Imagawa have 33 counters to the Oda's 16, but can move only five a turn; the Oda move everything, every turn. And Oda Nobunaga has a way to win that has nothing to do with the score: destroy the Imagawa Yoshimoto counter, and the battle is over at once. Can he close the road behind Yoshimoto before Yoshimoto withdraws? (9 turns / 49 counters)

・Sekigahara, 1600 - The battle the game is named for. The 28,000 Mori troops on Mount Nangu stay where they are only for as long as they are held in check. The Kobayakawa on Mount Matsuo change sides from noon. How far can the Eastern Army push before the defection, and how much can it spare to watch Mount Nangu? Can the Western Army hold its crane's-wing line to the end? (8 turns / 72 counters)

・Gettysburg, 1863 - Three days of battle. The Union holds the fishhook ridge and the short interior line; Lee must work around the long outer line and keep attacking, because standing still does not move the score. Should Howard have gone north of the town? Why did Lee strike the centre again on the third day? (20 turns / 107 counters)

・Waterloo, 1815 - What Napoleon lacked was not men, but the number of orders he could issue at once. The French have 36 counters but can move only 12 at a time, with four places to take at once: Hougoumont, La Haye Sainte, the ridge itself, and Plancenoit at their back. Wellington, for his part, must not only yield nothing on the ridge but also come out ahead in the attrition. (11 turns / 78 counters)

The full game adds many more - from Changping in ancient China, through Guandu, Hastings and Ichinotani, to Chancellorsville, the largest field in the game.

■ Open the opponent up

The AI here is not a single block. "Use the river as a defensive line." "Avoid encirclement." "Read what the enemy is trying to do." Forty-eight separate routines stack up into one commander's judgement.

You can switch them off one at a time, from a list inside the game. Build a general who never uses rivers, or one who never reads your intent, and watch what changes. Whatever makes this AI difficult, you can take apart and examine.

There are nine temperaments: standard, defensive, offensive, delaying, manoeuvre, ultra-cautious and seizing - plus relentless assault, and plain incompetence.

■ Build your own battlefields (full game only)

The full game includes a scenario editor. Lay the hex grid, paint the terrain, run the rivers and the roads, place the counters, set the victory conditions. Every battlefield in the game opens in the same editor, so you can begin by changing the deployment at Sekigahara.

■ Features

・Mandatory combat - any unit in an enemy Zone of Control must attack

・Combat groups resolve as one-against-many or many-against-one - never a shapeless melee

・Artillery with range and line of sight

・Terrain that decides battles: river crossings, fortifications, ridges, woods, marsh

・Seven-level graded victory, with separate conditions for each side

・Opposing generals with distinct temperaments - from relentless assault to plain incompetence

・Held-back reserves, sudden-death units, reinforcement schedules, defection

・Scenario editor - build your own battlefields (full game only)

・Interactive tutorial and an in-game rulebook

・Eight languages: English, Japanese, Spanish, French, German, Simplified Chinese, Traditional Chinese and Korean

■ An advisor, if you want one

Hex-and-counter games are not hard because the rules are complicated. They are hard because nothing tells you which of forty legal moves is the one that matters. Ask the advisor and it will show you what it would do and why - or hand it a phase and let it play. Turn it off when you no longer need it.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some artwork in this game, including background images, was made with the help of generative AI tools. Generative AI was also used to assist with the English translation of the in-game text and with drafting the store page text; all such text was reviewed and edited by the developer.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: x64 dual-core, 2.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: OpenGL 3.3 compatible (integrated graphics are fine)
    • Storage: 500 MB available space
    • Sound Card: Any
    • Additional Notes: 1280x720 minimum display resolution. The .NET runtime is bundled - no separate install required.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: x64 quad-core, 2.5 GHz
    • Memory: 8192 MB RAM
    • Graphics: OpenGL 3.3 compatible, dedicated GPU
    • Storage: 1024 MB available space
    • Additional Notes: 1920x1080 display resolution
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