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Sutanto Joji
Indonesia

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My gaming group is craving for war action. But shogun really doesn't serve that purpose effectively (they are mainly casual board-gamer, they hate complicated rule).

In this game, a heavy-attacking players are severely punished. They lost their armies (defence), they risk their home town (thinning out armies), therefore they lose their effective money also (in term of soldiers). So, i am wondering :whistle: whether there exists a variant rule that doesn't punish the attacker really much but make it towards a heavy war but still an economic game nonetheless.

My friend suggested that whenever the attack is successful, the defender was punished with 1 or 2 warchest. Other thing that he suggested is the attacker is rewarded with they can move half of their surviving armies back home and they got half of their victim (died soldiers) revived on the destination.


Other variants that i've come up with is to reward a player that has the most province in a region with additional 2 points. And whoever has provinces in all 5 region will score 3 points.

What do you guys think?
Valtteri Pirttilä
Finland
Unspecified
Unspecified
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To be honest, I think you might be happier with a different game.

If you like the theme, then there's another game named Shogun which might suit you well:

http://www.boardgamegeek.com/boardgame/221

It's all about war, but it has an economic aspect as well. It's light and quite fun with war-mongering friends :)
Sight Reader
United States

Colorado
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Shogun » Forums » Variants
Re: Is there no war variant?
vallu751 wrote:
To be honest, I think you might be happier with a different game.

I agree. This is much more about managing conquests rather than gaining conquests. There zads of games out there that are straight battle games.
Konstantine G.


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We have tried these house rules to military augment and differentiate the Daimyos you may choose...
They do make a rather more fighty game. Maybe you should give them a try...


Hoshiba Hideyoshi: Use the conquered foe to augment one's own strength.
In every battle against a player (not during a revolt) all green cubes count in your favor, even if you are attacking a province without any revolt markers or you are being attacked in one of your provinces that has a revolt marker.

Mori Motonari: He who is prudent and lies in wait for an enemy who is not, will be victorious.
All temples count as theatres for the purposes of taking out revolt markers.

Takeda Shingen: There is no instance of a nation benefitting from prolonged warfare.
When executing Battle Move A or B (NOT BOTH) you may divide the army from the attacking province and attack and/or move to two provinces instead of one.

Uesugi Kenshin: If you are far from the enemy, make him believe you are near.
When executing Battle Move A or B (NOT BOTH) you may use as support(add in the tower) up to one Army from any number of your provinces that are adjacent to the enemy province.

Tokugawa Ieyasu: All warfare is based on deception
When using the Reinforce/Move order you may move any number of Armies from the province you ordered, to any number Adjacent provinces you control.
Freddie Foulds
United Kingdom
Durham
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Memoir '44 offers a very nice wargame with relatively simplistic rules. Granted it is set in WWII and therefore is not in the same era as Shogun. However, the biggest problem with Memoir is that it is only 2 player, unless you fork out for another copy of it to play the Overlord rules (where it can be played with up to 8 - two teams of 4 per side).
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