Risk in Japan with swords
SHOGUN was published by Milton Bradley as part of their Game
Master series. It has enjoyed popularity over the years due to
it's combination of gameplay and fantastically detailed peices.
Milton Bradley re-released the game as SAMURAI SWORDS a number
of years ago. It represents a period when the daimyos were fighting
over the provinces of Japan in order to become the supreme ruler
- SHOGUN! Shogun is a superior blend of Strategic Warfare, Economy,
Strategic Warfare: the game incorporates a variety of units,
the concept of armies vs. provincial forces, the ability to build
(and subsequently fortify) cities for defense, and a complicated
mapboard wherein land mass control and coastal defenses play
a key part.
Economy; the control of provinces determines a players koku
when beginning a round of play. The income is given as 1 koku
for 3 provinces controlled. This then adds an element to the
strategic game where players are often attacking opponents to
simply lower them below a multiple of 3 provinces in order to
withhold that last koku. Not only does the econonomy determine
the number of units a player may purchase, but also the turn
order, building of cities, purchasing of temporary Ronin, and
purchase of the ninja.
Intrigue:there is a hidden spending of koku, a hidden placement
of Ronin, and the use of the Ninja!
If you've always wanted to play a mature version of Risk,
try Shogun/Samurai Swords. You won't be disappointed!
This event will be single elimination with two semi final
boards composed of the best players in the first round. 2nd and
3rd place players, determined by the number of territories remaining
at the end of the game, may advance to the semi-final round.
Ties will be broken in this order: number of outstanding daimyos
(those not assasinated), outstanding armies, ownership of the
ninja, number of fortified cities, number of cities, number of
units in all armies.
There will be a "Fast" board offered in each of
the preliminary rds. The intention of this board will be for
the game to end quickly so that players may continue on to other
events at the convention. The players that volunteer for this
board will agree that the game will be ended after 3, 3.5 or
4 hours of play. Ending occurs when the last player in a round
finishes their turn. Ranking will be determined by number of
provinces owned, ties broken as described above.
There will be an option at each board to pick starting provinces
instead of the standard "shuffled card" method. Choosing
of provinces will take place by draw of swords to determine the
first player, then choosing will continue clockwise around the
board. The first player will occupy a province, then the next
until the last player is reached. The last player will then take
a second province and the order will reverse back to the first
player. All players at the board must agree to play under this
Typical Rules Questions and Corresponding rulings:
1 Situation: Is a player out of the game when he loses his
last daimyo due to a Ninja attack?
A player is out when he loses his last Daimyo. Because the Ninja
assasinates a daimyo, that player is then out of the game.
2 Situation: How do armies pick up and drop off units?
Armies acquire units by levying, and by movement into a province
(at which point they may add any number of units in the province
to their army). Units may leave an army only when the army vacates
a province. Those units leaving are then left behind in the vacated
province. They may not be split off into the destination province.