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Sun Tzu box art
2005 Ranked #1,556

Sun Tzu

Historical battle game where Sun Tzu's outnumbered forces use tactics and deception to defeat a dispersed enemy. Hidden plans and shifting formations reward clever feints, turning each commitment into a test of anticipation and timing.

Strategy Games Ancient Area Majority / Influence Area Movement History: Warring States Period of China

Players

2

Play time

Not listed

Age

10+

Complexity

2.1/5

Rating

7.05

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In 506 BC, Sun Tzu marched up the Hwai River where he was assaulted by Ch'u armies under the command of King Shao. Sun Tzu and his Wu soldiers were outnumbered and King Shao's armies held the high ground.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In 506 BC, Sun Tzu marched up the Hwai River where he was assaulted by Ch'u armies under the command of King Shao. Sun Tzu and his Wu soldiers were outnumbered and King Shao's armies held the high ground. Sun Tzu feigned retreat and tricked King Shao into spreading out his forces, ready to pursue. With the Ch'u scattered, Sun Tzu crushed their forces in piecemeal fashion at the battle of Bai Ju, routing the Ch'u back to their capital of Ying. King Shao fled Ying seeking refuge and asylum across the borders while Sun Tzu remained the master of strategy and tactics. In Sun Tzu, a.k.a. Dynasties, players take on the role of Sun Tzu or King Shao, leading these two opposing armies in an attempt to unify China through the deployment of their armies and forces rather than by brute force. Each turn players play cards to specific provinces, then reveal them individually by province. Armies are added or removed from the province depending on who played the higher valued card or who played a special card. Some cards can only be used once, so playing the card at the correct time is critical to a winning strategy. The game has a feel of "tug-of-war" as the scoring marker starts in the middle of the scoring scale and the players attempt to move the marker to their side of the track. The game ends after nine rounds or if either player is able to move the scoring marker to the last space on his side of the scoring track.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
30 min
Age
10+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

1
Al Newman

Artists

4
Rolland Barthélémy Tomasz Larek Stéphane Poinsot Jacob Walker

Publishers

2
FoxGames Jolly Roger Games

Linked items

No published linked games yet.