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Daimyo: Battle For Japan

Daimyo: Battle For Japan

James Faulkner, Martin Wallace

4 - 6 players
90 - 180 min

From BoardGameGeek

Daimyo: Battle for Japan is a 4-6 player board game that combines action selection, area control and no-luck player vs player combat. You are a Daimyo, a Japanese feudal lord, leading one of 6 historical clans during the tumultuous Sengoku Jidai, the Warring States period of medieval Japan. Over three turns, players forge alliances, resolve actions, and fight in battles to dominate Japan’s 64 provinces. The objective in Daimyo is to accumulate the most Victory Points by the end of the third turn. Victory Points are earned through controlling provinces, represented by 64 beautiful Japanese castle miniatures. Once a province is conquered, proudly raise your Clan Flag over its castle as a symbol of dominance! In Daimyo’s Alliance Phase, players form three sets of opposing alliances and then secretly bid Koku (money) on the alliance they wish to use for the turn. Alliances play a crucial role, as allied players cannot typically attack each other during the Battle Phase. This protection help to secure control over provinces and influence the course of the game. In Daimyo’s Action Phase, players select and resolve actions, choosing from 16 straightforward options. These actions include; • Recruiting various soldier types, from elite Samurai Cavalry to deadly Matchlock Ashigaru. • Building Shrines to gain Honor or Fortresses for added protection. • Expanding economic strength or extorting peasants for immediate wealth. • Unlocking new tactics to sabotage rival clans—including allies. With limited opportunities to choose each action, players must plan carefully to outmanoeuvre their opponents. In the Battle Phase players attack or defend provinces using samurai armies formed from recruited units and vassal clans. The Battle Phase begins with players placing their War Leaders on the map to plot their intended attacks. Then, players take turns activating these War Leaders, launching their planned attacks or passing. Battling in Daimyo relies purely on strategy—there is no luck involved. Players must carefully allocate their units and vassal clans, ensuring their forces are strong enough to win without overextending. Allied players may tip the balance with their own forces, or be traitors and refuse to help! Players start battles with an army of face-down cards, which are revealed alongside any acts of intrigue or sabotage. Each army has a fixed strength, that is compared against the opposing force to determine the battle’s outcome. Expensive units like Matchlock Ashigaru or Samurai Cavalry add more strength to their parent armies, but units like the Yari Ashigaru while weak, are cheap to recruit. An army marches on its stomach! Troops require Supply to sustain them and Ships to traverse Japan’s seas. The more Supply and Ships a player controls, the further their armies can march!

Daimyo: Battle For Japan

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About Daimyo: Battle For Japan

From BoardGameGeek:

Daimyo: Battle for Japan is a 4-6 player board game that combines action selection, area control and no-luck player vs player combat. You are a Daimyo, a Japanese feudal lord, leading one of 6 historical clans during the tumultuous Sengoku Jidai, the Warring States period of medieval Japan. Over three turns, players forge alliances, resolve actions, and fight in battles to dominate Japan’s 64 provinces. The objective in Daimyo is to accumulate the most Victory Points by the end of the third turn. Victory Points are earned through controlling provinces, represented by 64 beautiful Japanese castle miniatures. Once a province is conquered, proudly raise your Clan Flag over its castle as a symbol of dominance! In Daimyo’s Alliance Phase, players form three sets of opposing alliances and then secretly bid Koku (money) on the alliance they wish to use for the turn. Alliances play a crucial role, as allied players cannot typically attack each other during the Battle Phase. This protection help to secure control over provinces and influence the course of the game. In Daimyo’s Action Phase, players select and resolve actions, choosing from 16 straightforward options. These actions include; • Recruiting various soldier types, from elite Samurai Cavalry to deadly Matchlock Ashigaru. • Building Shrines to gain Honor or Fortresses for added protection. • Expanding economic strength or extorting peasants for immediate wealth. • Unlocking new tactics to sabotage rival clans—including allies. With limited opportunities to choose each action, players must plan carefully to outmanoeuvre their opponents. In the Battle Phase players attack or defend provinces using samurai armies formed from recruited units and vassal clans. The Battle Phase begins with players placing their War Leaders on the map to plot their intended attacks. Then, players take turns activating these War Leaders, launching their planned attacks or passing. Battling in Daimyo relies purely on strategy—there is no luck involved. Players must carefully allocate their units and vassal clans, ensuring their forces are strong enough to win without overextending. Allied players may tip the balance with their own forces, or be traitors and refuse to help! Players start battles with an army of face-down cards, which are revealed alongside any acts of intrigue or sabotage. Each army has a fixed strength, that is compared against the opposing force to determine the battle’s outcome. Expensive units like Matchlock Ashigaru or Samurai Cavalry add more strength to their parent armies, but units like the Yari Ashigaru while weak, are cheap to recruit. An army marches on its stomach! Troops require Supply to sustain them and Ships to traverse Japan’s seas. The more Supply and Ships a player controls, the further their armies can march!

Designers

James Faulkner, Martin Wallace

Artists

Tomasz Jedruszek, Raben White

Publisher

Stone Sword Games

Categories

MedievalWargame

Mechanics

Card-DrivenArea Majority / InfluenceAuction / BiddingNegotiation
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