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Subject: Politicians and Warfare: a Pajan Gun'Tai review rss

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Brian Rayburn
United States
Gulfport
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Pajan Gun'Tai is the third expansion for Okko: Era of the Asagiri. Like Yakuza Hazu Akai, it is a small tuckbox expansion, consisting of ten Mercenary characters and four Equipment cards, plus the cardboard standees and plastic bases. The artwork is of the same consistent high quality as the previous expansions, much (if not all) taken from the comics that the game is based on.

The characters are a mixed bag of Unique and common units, and all are classed as either Soldiers or Civilians. There are no new rules to speak of, so adding them in is very easy, even to only the base game.

The Equipment cards are all Standards that must be assigned to a Soldier, and a warband can only have one Standard. Three of the Standards give situational re-rolls, and the fourth adds a point of Movement if the unit would end its move next to an enemy. Additionally, all Soldiers gain a +1 Willpower bonus if carrying or near a Standard. The downside is that the Standard is lost if the Soldier carrying it becomes Shaken.

Four of the Unique characters are Ambassadors. These are Civilians, who grant an extra Inspiration die to the warband, but all are Proud- they do not grant support bonuses to allies in combat. Each also has an additional ability, such as the Bashimon Ambassador's Poisons ability, which prevents enemies within two squares from using Inspiration dice to add to their Attack or defense scores. The last Unique unit is Captain Fukashi, a Soldier with decent stats and, when Shaken, the ability to add +1 to all of the next activated Mercenary's stats.

Most of the non-Unique Soldiers are well-rounded. Two Ashigaru help pad out a bit of melee offense, while the Expert Arquebus gives an additional ranged attacker option. The War Witch is the 'narrowest' of the bunch. While Okko: Era of Karasu is not required to use her, she has an ability that applies to the Kami, spirits which were introduced in Karasu. Even so, her Sorcerer ability to re-roll two unused Inspiration dice as her Action is quite useful. There is also a Veteran, who can resist becoming Shaken if he rolls a 1-2 on the die.

Overall this is a solid expansion. The Soldier/Standard dynamic is pretty fun, without adding any real level of complexity. Out of all of the units, only the War Witch has an ability that references a separate expansion, but as mentioned her other abilities more than balance this out. If you haven't picked this one up yet, consider doing so. There's a lot of good stuff in there.

-Brian
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