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Mark Mitchell
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Quick Overview.
Senji at heart is an interesting mix of:

Area Control
Suit Matching Resource Gathering
Military Engagement
Diplomacy (Direct and through Mechanics)
VP Race
Special Abilities (From Samurais)
Leader Mechanic (Hosing the Emperor)

Components

Great artwork, high quality components, good size board with some obscurities in the rules.

Matt Drake has covered the main aspects of the game in a very truthfully humorous way (http://www.boardgamegeek.com/thread/327468) so I will address the game play psychologies that can really effect the enjoyment and overall play of the game.

Senji is in some ways similar to diplomacy (but less rigid) and has aspects very similar to Warrior Knights.

Game Psychology
It is a game of direct conflict from the beginning (Unlike Warrior Knights), there are no neutral zones so any military conflict will directly pit you against another player. This promotes an excessive amount of paranoia that must be stemmed unless you allow the Emporer Hosting player to run away with the VP by drawing hanafuda every turn. The map is quite simple and tight, but with sea raiding options and 2 sea areas that surround the map the chance for invasion from non-adjoining players becomes a real possibility. This is increased by the ‘raiding’ rules that allow a player to move twice and roll for minor losses as a penalty on entering the target province (1 in 6 per unit). Chained movement is allowed and military engagement are extremely brutal and very risky. Combine this and you have to be careful of a cold war starting between players allowing for domination by hanafuda collection.

However, once military actions are underway the mentality has to be to secure VP through attacks of domination to ensure victory. This means vicious backstabbing and isolation of players is essential in pushing out rivals often ending with 2 or 3 major factions.

Things swing wildly once military action really starts to flow but stabilises the relationships between the players. The use of family hostages is essential and sometimes allowing a player to kill a family member is worth the hit if they are near to winning and may lay the member to add the vp needed. The reality is that anyone is fair game and that VP scoring is paramount when the opportunity arises. If aggressive games do not appeal to a player then more often than not they will lose.

You cannot be a quiet player in Senji, a cowering mouse will just get stamped on, then ground into the dirt, then spat and finally defecated on. The Military stack limit means even if you are successful in taking a province do not expect to hold onto it for long as you cannot defend effectively with the cap of 12 military units. This again is a balancing technique to ensure no runaway leaders. However, this also means that more of the game is determined on the dice which may put a lot of players off. This can be controlled with the presence of Samurais and Military support which is critical to stemming the randomness. This is really interesting in that the whole thrust of the game is to control the random elements as much as possible by doing multiple trades with an ally rather than just picking hanafuda cards from production. Obtaining enough Samurais to cut down on randomness in battles (with some very interesting special abilities that can be critical) and ensure you have been effective in diplomacy to cover your arse from backstabbing as much as possible. If you do not want fate to decide you have to jump into the action and be part of the entire game.

There is in fact very little downtime as the complexities created from this essentially simple game keep you occupied while others fight. Desperate Pitt style diplomatic trading at the start is definitely a mistake but don’t hang around too long, if you have no allies you rarely can make it to the end in one piece.

The map only offers the minimal of strategic implication as there are no ‘special’ resource areas and only a minimal placement benefit for some houses. The sliding territory effect (player a attacks b is wins but is weakened then attacked by c) is lessened by the fact that if your military is decimated (which is usually is even if you win) the victory for the third party ( c ) is minimal usually only taking back a territory from you.

I think this game can be played very quickly, the hourglass makes diplomacy fast and furious to begin with then the game develops into trade exchanges and military support. It is not a game of over cautiousness as VP can be earned quickly by a decisive player.

Suffice to say I was crap at our first game and learnt a lot. I was static didn’t attack anyone and tried to draw hanafuda because I stupidly gave a 5 family member to the Host of the Emperor at the beginning precluding me from attacking him, most probably sealing everyone’s fate especially as the host was in control reaping the benefits by securing two border allies.

The trick of this game is ‘KILL THE HOST OF THE EMPEROR’ and don’t send Granny away so quickly.

A great mix of many games, streamlined into a blood thirsty, vicious orgy of backstabbing.
Last edited on 2008-08-11 04:52:10 CST (Total Number of Edits: 1)
Isaak Sofer
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gamecat_uk wrote:
The trick of this game is ‘KILL THE HOST OF THE EMPEROR’ and don’t send Granny away so quickly.


That and 'Never get involved in a landwar in Asia'.
shawn a
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Waldemar wrote:
gamecat_uk wrote:
The trick of this game is ‘KILL THE HOST OF THE EMPEROR’ and don’t send Granny away so quickly.


That and 'Never get involved in a landwar in Asia'.


Inconceivable!!!


Great summary of how the game "feels". I am very excited about trying this game.
Tristan Brightman
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It's never worth letting someone kill your family member just so they can't display them - Killing them nets the same honour points anyway.
Mark Mitchell
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Thats true but it depends on who owns them. A 5 point family member can be extremely useful in a trade to the leading player with a player who needs support. I would only suggest this if you fear your family member might be traded to a leading player from aother enemy who is in a kind of alliance with the lead player minimising the damage and to make sure its out of the game.
Andy Parsons
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Avatar
050607
Mark, a good review, thanks.

You mention the collecting hanafuda strategy in your review. Our first game of Senji came to a very abrupt end after just three turns when one player amassed a game winning hand. We didn't see it coming and were too careless with our exchanges of trade cards with him. Nonetheless, this seems like a powerful strategy.

My group were enthused enough about the game to give it another try. However, I'm keen to be able to show them that a longer game with other winning strategies is possible. How have players in your games countered the hanafuda strategy?
Last edited on 2008-08-13 14:58:48 CST (Total Number of Edits: 1)
Jim Marshall
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07
I played my first game of Senji yesterday, with 6 players. The yellow player tried a hanafuda strategy (passive board play, seeking out trade cards in deals) - and came last!

The players who did well took points from a variety of sources, winning battles, returning diplomacy cards to the other players, and the odd hostage execution all generating points (alongside turning in hanafuda card sets, of course).

I suspect yellow was either unlucky in his card draws, or was given too many non-special hanafuda cards (no suns, ribbons or animals) by the others, but I don't think he was ever going to win.

I led the game through the mid game despite drawing no hanafuda cards from my provinces after the first couple of turns. After denuding my hand by turning in a set of animals (helped grab the emperor on the following turn) and losing the scraps left over to returned trade cards, I figured that if I drew two or four I'd lose most of them anyway to players returning my trade cards to me, so why bother? (It did devalue my trade cards in deals once people cottoned on, but by then we were in the end game).

However, while my game end score was still respectable, I didn't win - being leader through the mid-game does paint a pretty large target on your back.....
Last edited on 2008-08-17 04:47:11 CST (Total Number of Edits: 1)
Andy Parsons
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050607
And I played my second game of Senji yesterday.

In a five-player game we had two players collecting hanafuda. I'd warned the players to look out for that strategy, with the result that the rest of us quickly stopped giving them trade cards and both were attacked. While one was knocked out of contention, the other still managed some impressive scoring (about forty points in a single turn).

However, it was a player with a more balanced military/hanafuda strategy who won, and one who ignored the hanafuda and got very lucky with four separate attacks in the final turn who came second. So I'm pleased to find that the hanafuda are not a surefire route to the win. On the other hand, there is an awful lot of luck in this game. A bit too much for my taste.
Mark Mitchell
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Great to see Hanafuda didnt win out. There is quite a bit of luck in the game but it can be controlled to some degree with good diplomacy and Samurai use. I know what you mean, some Hanafuda combinations can be horrific scoring wise on a lucky draw. I need to play this more before I can pass a judgement. As a gaming experience it was very rich considering its play time is quite short. Like a turbo diplomacy/shogun.
Indiana Jones
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Andy Parsons wrote:
In a five-player game we had two players collecting hanafuda.

Regarding five-player games, does it play as well as the six-player ones or does the loss of a single player change the game too much?

How's the 'feel' of a five-player game compared to a six-player one?

I heard less players changes the game too much but I'd like input on whether that remains true in five-player games.




gamecat_uk wrote:
its play time is quite short. Like a turbo diplomacy/shogun.

Short playtime is exactly what we need.

You're comment was very helpful. :)

And your review was outstanding in delivering a 'feel' for the game.

Reviews about mechanics are useful, but it's also nice to read how a game feels during actual play.



Andy Parsons
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Avatar
050607
I can't comment on the five-player game versus the six-player because I've only played Senji with five. Having said that, I did find that the auctioning of the non-player diplomacy cards added an interesting element to the five-player game. The negative comments I've seen about reduced numbers have been about three-players and, to a lesser extent, four.
Eric Franklin
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0708
Andy Parsons wrote:
I can't comment on the five-player game versus the six-player because I've only played Senji with five. Having said that, I did find that the auctioning of the non-player diplomacy cards added an interesting element to the five-player game. The negative comments I've seen about reduced numbers have been about three-players and, to a lesser extent, four.


I can comment on 5 vs 6. :)

It's a VERY different game with five players than it is with six - I noticed (for example) people tended to bid on the non-player cards with family members, as there was no risk of them being traded to another player or executed. It meant that it was harder to get family members from other players, which dramatically changes order planning. This also meant there was more marching and combat.

Eric
 
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