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Michael Sosa
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Samurai Lords: The Wars of Feudal Japan » Forums » Reviews
First Impressions
Greetings Folks,

This is a short review based on one 4 player game lasting around 5 hours and 7 or 8 turns. Three our of 4 were learning the game and as it was a prototype copy print quality may have slowed us down more. The game was provided my Michael Gouker who also explained the rules. I'm going to describe my impression of the game based on this. I only read the player aids so I cannot comment on the accuracy of the rules, especially since more than once I commented that something did not quite make sense only to have Michael correct a rule later, after its detrimental effects had been applied to myself! Oh well, such is a learning game.

Map: Prototype artwork has an old scroll appearance, utilizing limited colors to give the impression of age. Japan is divided into the standard provinces with names, tax base, gold mines, and european trading symbols. The provinces are grouped into regions that are used for one to limit playable areas in scenarios. The sea around japan is also divided into regions which cost 1 treasury asset (koku?) to travel through. Some provinces have mountains which block movement, a welcomed detail.

Scenarios: There seems to be many scenarios depending on the number of players among other things and a campaign game. I did not have a chance to review any of these.

Cards: Although I only viewed a small percentage of these their effects are varied and come in the standard play now or hold until desired. Some of those I saw played included a native opposition that could create neutral forces in your provinces (denying you control), scheming with an ememy general (Switch sides), assasination, battle cards such as reduction of an ememy fortress level, another that increased your fortress level. Overall the cards did not seem overly powerful and created uncertainty in game play. I know the native opposition really hurt me when two of my provinces basically rebelled, causing me to lose full control for the rest of the game.

Units: There are standard field armies represented by a samurai chit with a strength number, leader chits with several confusing numbers, fortress with strength levels in multiples of 5, neutral forces that I suppose are rebellious cities with strength level similar to fortresses, and probably others that I did not use or don't remember. It doesn't appear as if the game has varied military units or naval vessels, as it is strategic and not tactical in nature. My only complaint here is that it was difficult to remember what the numbers on the general meant. Michael suggested CAPS for Combat, administrative , prestige, salary, and there is one more number for loyalty. I hope the final copy has varying colors and sizes to aid in this.

Game play: The game revolves around controlling rich provinces, since winner is determined by economic might. Provinces provide full taxation for complete control, half taxationf or partial control. Partial control is gained by military presence in a province with no other enemy forces present, or if by having more power than enemy / neutral forces. Full control is gained by having both 5x the power of your enemy forces and 2x the tax base of the province in military strength. Military strength is calculated by field forces, combat ability of leaders, and fortresses. Fortresses start at strength 5 and can be increased by paying 10 - the Administrative rating of a leader present. Leaders vary in ratings, so I found myself using some for suppressing neutrals, others for improving fortifications, and others to threaten my opponents. Leaders die and replacements can be recruited from a general pool, drawn two at random and being forced to keep one. Most leaders need to be maintained with every turn treasury payments.

Turns consisted of randomly determining turn order (I did not like this, bling bidding would be nice), one card draw, scheming- using gold to increase / decrease influence in a province and thus gain control or deny your opponent control, one free supression attempt per general, calculating control and taxation, two move and attack phases, and I think hiring troops / generals.

Scheming is a good way to reduce neutral strength but it can backfire if you roll a 6, as your efforts fail and can result in increased dissatisfaction with your rule! Used in combination with an assault though you can drop neutrals fast assuming you have a decent sized army.

Combat is still somewhat of a blur to me. Armies are classed according to their size, with the difference determining the colum and the CRT. There is a +! column shift for the larger army. Two dice are rolled by the attacker, modified by the leader combat rating differential between the attacker and defender. Results range from attacker eliminated to defender eliminated. I suppose this is standard stuff, I've actually never seen one before! Multiple rounds of combat are possible, with the attacker or defender eventually retreating. There is a possibility of giving chase and a chance of leader elimination if the chase succeeds.

My overall impression of the game is positive. I'm sure we did not play all the rules correctly and they may not be the final versions of such rules. I'm not sure I like CRT tables nor multiple rounds of combat, preferring a system more like Pax Romana (one die roll per side, shifts applied, percentage loss calculated). At the end I have to admit I did not wish to stop playing however, as I had lost some battles and wanted revenge! As I began to getter a better grasp of the various elements of game play a variety of possibilities presented themselves. I'm looking forward to receiving my preordered copy!
Michael G
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Belisarius88 wrote:
Greetings Folks,

This is a short review based on one 4 player game lasting around 5 hours and 7 or 8 turns. Three our of 4 were learning the game and as it was a prototype copy print quality may have slowed us down more. The game was provided my Michael Gouker who also explained the rules. I'm going to describe my impression of the game based on this. I only read the player aids so I cannot comment on the accuracy of the rules, especially since more than once I commented that something did not quite make sense only to have Michael correct a rule later, after its detrimental effects had been applied to myself! Oh well, such is a learning game.

Map: Prototype artwork has an old scroll appearance, utilizing limited colors to give the impression of age. Japan is divided into the standard provinces with names, tax base, gold mines, and european trading symbols. The provinces are grouped into regions that are used for one to limit playable areas in scenarios. The sea around japan is also divided into regions which cost 1 treasury asset (koku?) to travel through. Some provinces have mountains which block movement, a welcomed detail.

Scenarios: There seems to be many scenarios depending on the number of players among other things and a campaign game. I did not have a chance to review any of these.

Cards: Although I only viewed a small percentage of these their effects are varied and come in the standard play now or hold until desired. Some of those I saw played included a native opposition that could create neutral forces in your provinces (denying you control), scheming with an ememy general (Switch sides), assasination, battle cards such as reduction of an ememy fortress level, another that increased your fortress level. Overall the cards did not seem overly powerful and created uncertainty in game play. I know the native opposition really hurt me when two of my provinces basically rebelled, causing me to lose full control for the rest of the game.

Units: There are standard field armies represented by a samurai chit with a strength number, leader chits with several confusing numbers, fortress with strength levels in multiples of 5, neutral forces that I suppose are rebellious cities with strength level similar to fortresses, and probably others that I did not use or don't remember. It doesn't appear as if the game has varied military units or naval vessels, as it is strategic and not tactical in nature. My only complaint here is that it was difficult to remember what the numbers on the general meant. Michael suggested CAPS for Combat, administrative , prestige, salary, and there is one more number for loyalty. I hope the final copy has varying colors and sizes to aid in this.

Game play: The game revolves around controlling rich provinces, since winner is determined by economic might. Provinces provide full taxation for complete control, half taxationf or partial control. Partial control is gained by military presence in a province with no other enemy forces present, or if by having more power than enemy / neutral forces. Full control is gained by having both 5x the power of your enemy forces and 2x the tax base of the province in military strength. Military strength is calculated by field forces, combat ability of leaders, and fortresses. Fortresses start at strength 5 and can be increased by paying 10 - the Administrative rating of a leader present. Leaders vary in ratings, so I found myself using some for suppressing neutrals, others for improving fortifications, and others to threaten my opponents. Leaders die and replacements can be recruited from a general pool, drawn two at random and being forced to keep one. Most leaders need to be maintained with every turn treasury payments.

Turns consisted of randomly determining turn order (I did not like this, bling bidding would be nice), one card draw, scheming- using gold to increase / decrease influence in a province and thus gain control or deny your opponent control, one free supression attempt per general, calculating control and taxation, two move and attack phases, and I think hiring troops / generals.

Scheming is a good way to reduce neutral strength but it can backfire if you roll a 6, as your efforts fail and can result in increased dissatisfaction with your rule! Used in combination with an assault though you can drop neutrals fast assuming you have a decent sized army.

Combat is still somewhat of a blur to me. Armies are classed according to their size, with the difference determining the colum and the CRT. There is a +! column shift for the larger army. Two dice are rolled by the attacker, modified by the leader combat rating differential between the attacker and defender. Results range from attacker eliminated to defender eliminated. I suppose this is standard stuff, I've actually never seen one before! Multiple rounds of combat are possible, with the attacker or defender eventually retreating. There is a possibility of giving chase and a chance of leader elimination if the chase succeeds.

My overall impression of the game is positive. I'm sure we did not play all the rules correctly and they may not be the final versions of such rules. I'm not sure I like CRT tables nor multiple rounds of combat, preferring a system more like Pax Romana (one die roll per side, shifts applied, percentage loss calculated). At the end I have to admit I did not wish to stop playing however, as I had lost some battles and wanted revenge! As I began to getter a better grasp of the various elements of game play a variety of possibilities presented themselves. I'm looking forward to receiving my preordered copy!


Nice write up. I think Tom should be happy that the game ended at turn 8 rather than turn 10!!!

I'll make a few corrections and add some more information.

1. There are 26 scenarios in the game. They vary from solo learning games to campaign games that allow 16 players (for more than 8 players, there must be two copies of the game)

2. Treasury units are called "warchests" instead of "koku".

3. Partial control means you have more influence than everyone else in a province. So if there is a neutral with a fortress of 5, you need to have 6. If there is a player with a fortress of 5 and a neutral with a fortress of 5 (for a total of 10), you need to have 11. A simple majority - that's it.

4. Full control means you have FIVE TIMES as much influence as all the others present AND at least TWICE as much as the provincial wealth.

5. Influence is defined as Fortress Combat Value + Army Strength Points + Sum of General Combat Values + funds spent in scheming.

6. You can scheme in your own or adjacent provinces. It's done in secret and revealed simultaneously.

7. You generally get the taxation of the provincial wealth, however you can attempt double taxation by rolling at or below the administration level of the general that is there. If you fail and roll a "6", unrest occurs and a revolt is possible.

8. To reduce neutral fortresses you can use "Forcing Obedience" as long as you have a general present. You use the Prestige level of the general (I think we used the combat rank until the middle of the game).

9. The rules for the combat have 1 die rolled by the attacker and defender. It works smoother if the attacker rolls both dice though.

10. Field Combat is easy. It uses a CRT where the columns represent the difference in fielded strengths and the rows are the Die Roll with a DRM for the difference in general attributes. There is no shifting like in Pax Romana to decide how best to apply losses - you just remove that many armies. Likely battle is a blur for you because all you guys did the last three turns is tear each other apart. Tokugawa thanks you!!!

One of the mistakes I made was in the pursuit of Michael's fledgling force from Mino. His 5 rank general and the bumbling assistant fled before Uesugi's overwhelming forces and he got whacked when he should not have. This would have changed the results a couple turns later when Uesugi invaded Takeda's provinces from Echigo without a doubt.

In any case, we all had a great time. It was so nice getting this game on the table. PBEM can be frustrating sometimes, because we all have busy lives and it is hard to get into a groove sometimes when you are playing many games at once. Don't get me wrong, I still enjoy my PBEM games, but this was SO MUCH BETTER! :-)

Next time we'll have the rules down a lot better, Michael.




Michael G
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By the way, there are more pictures on the Consimworld thread for Samurai Lords. Only one was approved on BGG. It's tough to take a good picture in Joel's store.
Michael Sosa
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Hmm, on second thought maybe random turn order is not a bad thing since blind bidding would favor those already ahead economically, assuming one always wants to go first in this game. I think though that going last is better, since it allows you to launch an attack during the second attack phase which your opponent cannot react to.
Michael G
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Totally agree. Going last can be very helpful.
Nate Merchant
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Sounds cool. I've pre-ordered Most Dangerous Time. How is this different? And is this the game in which the sieges were so neat and innovative?
Michael G
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Nate, I haven't played A Most Dangerous Time - only Samurai Lords. I do have A Most Dangerous Time on preorder though. Sieges in Samurai Lords are pretty much standard. There is a CRT for assaults and the better general gets a DRM. The game your are remembering is Kingdom of Heaven and there, my friend, the siege rules are sensational. Also, Kingdom of Heaven is a Card-Driven Game. Samurai Lords has Event Cards. A lot of these are pretty disrupting - as Michael says in the review where, for example, Uesugi's vassal switched sides and Takeda used him to defend against his former daimyo's invasion.
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