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Tide at Sunrise Product Description
Tide at Sunrise continues the philosophy that began with A Victory Lost. Using tried and tested mechanics but with some major twists, the base system is little more than well established game from SPI called Napoleon at Waterloo. But, all is not as it seems.
Players have to manage their armies using an abstract logistical system called �Transport Points� in the game. The Japanese Transport Points are an abstraction of the merchant marine force that the Japanese had available in 1904 and 1905. This can be disrupted from Russian naval activity. The Russian Transport Points are an abstraction of the rail capacity of the newly built Trans-Siberian Railroad. Weather can affect this total if there are heavy snows in Siberia. Colonel Akashi can also stir up trouble and reduce the available Russian Transport totals with sudden strikes and riots in the Russian heartland. Both players use these points to bring on new forces and to replace battlefield losses; finding the right balance of the two uses is key to being successful in the game.
Players will find that they must negotiate the fine delicate balance between defending and attacking on two separate fronts. The quandry: how much to defend and/or attack the all-important Port Arthur, or how much to attack and/or defend the tough mountain passes of Manchuria, where terrain is less defensible yet the victory points plentiful.
Victory in the game is determined by successes in the naval war, the capture of key terrain objectives and enemy losses.
Game components:
One 22� by 39� full color map
140 1/2� land formation counters
44 1 1/4� by 5/8� ship counters
16 page full color rulebook
No. of Players 1 - 2
Duration: 180 to 300 minutes