Sekigahara is a three-hour, low-complexity block wargame based on Tokugawa's campaign in 1600 that would unify Japan for over 250 years.
The game features some unusual mechanisms:
No dice are used; combat is decided with cards. Blocks = armies & cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don't fight.
Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds.
The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way it 'feels' something like an actual campaign.
Each player must rally the several daimyo of his coalition, managing the morale and motivation of each clan. The forces are dispersed, and while there are reasons to unify them, the objectives are also dispersed (and the time frame compact) so skirmishing will occur all over the island.
See here for changes in the 2nd edition, including a change to the initial setup (which can be used in the 1st edition as well).
A track to put cubes on makes it easier to see at a glimpse who's having the upper hand in new cards and recruitment blocks. Spots are separated by type, affiliation and than by alphabetical order for quicker bookkeeping.
Note: The reddish color used will not appear black but dark grey if you use a B&W printer. PDF for those who don't have Excel.
An example of movement in Sekigahara: The Unification of Japan which covers all types of movement including forking and forced marches. The example is prepared as an aid to teaching movement in the game and clarifying issues around forking of stacks and forced marches.