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General Orders: Sengoku Jidai

Game ID: GID0140396
Game Info
Year
2025
Players
2
Age
14+
Playtime
30 min
Complexity
2.5/5
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
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Description

Take command of feudal lords in tense battles for control during Japan's Sengoku period in an exciting sequel to General Orders: World War II.

General Orders: Sengoku Jidai pits two competing daimyo against one another in a fight for control over crucial battlefields in 16th-century Japan. Deploy your commanders to seize powerful advantages, secure valuable supply lines, and capture well-defended forts — all while protecting your vulnerable HQ. This standalone game introduces new strategic waterways, ships, and devastating siege weaponry across two battle maps.

From award-winning design duo David Thompson and Trevor Benjamin, this compact two-player game combines the dynamism of a wargame with the cut-throat decision-making of worker-placement games.

—description from the publisher

Description

Take command of feudal lords in tense battles for control during Japan's Sengoku period in an exciting sequel to General Orders: World War II.

General Orders: Sengoku Jidai pits two competing daimyo against one another in a fight for control over crucial battlefields in 16th-century Japan. Deploy your commanders to seize powerful advantages, secure valuable supply lines, and capture well-defended forts — all while protecting your vulnerable HQ. This standalone game introduces new strategic waterways, ships, and devastating siege weaponry across two battle maps.

From award-winning design duo David Thompson and Trevor Benjamin, this compact two-player game combines the dynamism of a wargame with the cut-throat decision-making of worker-placement games.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 3 · mix 1 · neu 0 · neg 1
Mentions per page
Showing 1–5 of 5
Video hAXu36I06Ec JestaThaRogue Review at 3:22 sentiment: negative
video_pk 121315 · mention_pk 348167
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Click to watch at 3:22 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Tight player interaction due to small board and blocking tokens.
  • Cards can enhance limited actions.
  • Simple combat system.
  • Instant win condition by taking opponent's HQ.
Cons
  • Rolling badly in combat is punishing due to limited turns.
  • Fiddly teaching due to board layout and icons.
  • Similar symbols and actions are confusing.
  • Icons are small.
  • Less fun than Neuroshima Hex.
Thematic elements
  • Two-player action selection and area control during a war.
  • Small battlefield (Japan implied)
Comparison games
  • Neuroshima Hex
Mechanics (from transcript analysis)
  • action selection — You place an order token on a space to take an action and also block your opponent from taking that action this round.
  • Area Control — The goal is to capture and hold key positions on the map while denying the other player options.
  • Card Play — You can also draw cards for powerful abilities, and it does seem like you can't skip around without drawing these.
  • Dice combat — You roll one die for each unit in the attacking region, letting you remove that many units from the region you're attacking. If you're moving in foot, the defender rolls a die and has a chance to remove some of the attackers before they move in.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And you can stay nice and safely in the justtheroad bunker by hitting subscribe for more board game videos like this one.
  • It's genuinely a good game. Like I said, the puzzle is good and I enjoy it, but it is multiplayer solitaire.
  • General Orders: Sengoku Jidai is not a bad game at all, and if it was the only combat game for two out there, it might have a case. But, it isn't, and that's the whole point of Shelf Again.
  • The problem is the rules are a little bit more fiddly than they need to be.
  • It's hard without being fun. The tension doesn't feel earned.
  • It captures Dead by Daylight better than I expected a board game to
  • It's a good game, it's just not one I play enough for it to be worth keeping.
  • So there you go, six games played and six games removed from the shelves. I have 75 games in the collection, I've confronted 15, so that's exactly 20%.
References (from this video)
No references stored for this video.
Video NNaZUvVQahI The Discriminating Gamer Top List at 2:22 sentiment: positive
video_pk 100017 · mention_pk 278092
The Discriminating Gamer - General Orders: Sengoku Jidai video thumbnail
Click to watch at 2:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very fun game
  • Two different boards/maps for variety
  • Small but impactful
  • Packs a big punch
Cons
none
Thematic elements
  • Warfare and strategic occupation of locations
  • Feudal Japan
Comparison games
  • General Orders
Mechanics (from transcript analysis)
  • Area Control — Occupying certain locations is key to taking actions.
  • Card Play — Players play cards to move units on the board.
  • Worker Placement — A worker placement war game where occupying locations allows for certain actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You know, whenever I think of the '80s, I think of a boombox. But that's just a stereotype.
  • My number three is a war game that is very unusual. And again, this is one that I really liked and I don't think I appreciated it as much when I had it cuz again, when I left Japan, I think I ended up giving this to a friend and uh it's one I'm thinking, "Huh, like ah."
  • I've never played a Command and Color Colors game I didn't like. I've liked some more than others, and this one was great.
References (from this video)
No references stored for this video.
Video 1dNEZzRzurs Rolling Dice & Taking Names Event Coverage at 19:21 sentiment: positive
video_pk 84736 · mention_pk 215789
Rolling Dice & Taking Names - General Orders: Sengoku Jidai video thumbnail
Click to watch at 19:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds ships and naval combat.
  • Quick two-player game.
  • Board has two sides (land and siege engines).
  • Artwork is traditional Japanese ink style.
  • Fast-paced gameplay.
Cons
  • Pieces (discs) might be too small and hard to manage.
  • Worker placement markings can be covered by discs.
  • Board size might be too small for the pieces.
  • Needs multiple plays to understand strategy.
Thematic elements
  • Warfare
  • Feudal Japan
Comparison games
  • General Orders (WWII game)
Mechanics (from transcript analysis)
  • Area Control — Players vie for control of territories.
  • Bombardment — Ships can bombard land targets and vice versa.
  • ship movement — Includes naval components and movement.
  • Supply lines — Managing supply lines is a key aspect.
  • Worker Placement — Players use workers to take actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Zombie Princess is brutal. Like, it's just brutal.
  • The horde is coming. You just gotta do your best to try and survive.
  • It's another one of those train games where you're building routes and delivering goods.
  • The economic engine in this game is really satisfying.
  • Lost Ruins of Arnak is just gorgeous.
  • It's a really interesting mix of worker placement and deck-building.
References (from this video)
No references stored for this video.
Video JfFM2Agidt8 Rolling Dice & Taking Names Discussion at 1:02:12 sentiment: mixed
video_pk 84624 · mention_pk 215178
Rolling Dice & Taking Names - General Orders: Sengoku Jidai video thumbnail
Click to watch at 1:02:12 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Very good two-player quick strategic game.
  • Small box game.
  • The art and aesthetics are really good.
  • Ships and siege engines add variety.
  • Simple combat resolution.
Cons
  • The defender rolling a die in combat is disliked.
  • The map is very small, leading to difficulty placing discs.
  • The luck of the dice can feel like it negates strategy.
  • Tiny hex spaces make it hard to track pieces.
  • The defender rolling a die can feel unfair.
Thematic elements
  • Area control during feudal Japan
  • 16th century Japan
Comparison games
  • General Orders
Mechanics (from transcript analysis)
  • Area Control — Controlling areas with stars at the end of four rounds determines the winner.
  • Card Drafting — Drawing new cards that provide special abilities.
  • Combat with units — Ships can attack land, and land can shell ships.
  • Dice combat — Combat is resolved with dice rolls, with the defender rolling first.
  • Resource Management — Recruiting units and managing supply lines.
  • Siege Engines — Siege engines can attack adjacent areas and require a supply line.
  • Unit elimination — Pieces are removed one by one until a majority or both sides are gone.
  • Worker Placement — Placing workers (commanders) on a board to recruit new people, move people, or draw cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • All this means for everyone listening is we're old.
  • It's like guys, every episode it's like but all the iconic people we grew up with are passing away.
  • I do not like the defense getting to roll a die.
  • This is a very good two-player quick strategic game.
  • If you know how to play Memoir 44, you know how to play this.
  • The way the marbles flow really works, you can it's there's no luck at all.
  • This is definitely one of my favorite Euros of the year so far.
  • It's just one of those games. I understand that win by stars.
  • The art on this is really, really, really, really good.
References (from this video)
No references stored for this video.
Video EISo2tYtzsY Brains On Games Review at 0:00 sentiment: positive
video_pk 34549 · mention_pk 102916
Brains On Games - General Orders: Sengoku Jidai video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • compact footprint with strong strategic depth
  • two-player abstract/area-control duel with chess-like timing
  • planning cards add variety and mitigate randomness
  • high production quality and attractive art
  • replayable with a double-sided board and well-designed rules
  • easy to teach, quick to play
  • solid fit of worker placement and area control in a tight package
Cons
  • two-player only; no solo/multiplayer options
  • some randomness from dice and unknown opponent cards
  • symbol linking on the board can require attention to understand
  • not as thematic for players seeking deep theme over abstract strategy
  • component complexity can be slightly punishing for absolute beginners
Thematic elements
  • samurai warfare and area control in a feudal setting
  • 16th-century Japan
  • abstract strategic duel with chess-like timing and planning
Comparison games
  • Risk
Mechanics (from transcript analysis)
  • Area Control — control zones with victory point stars to win the game
  • Combat resolution with dice — attackers and defenders roll dice; outcomes remove troops; defenders may have fortress bonuses
  • Combat: Dice — attackers and defenders roll dice; outcomes remove troops; defenders may have fortress bonuses
  • fortresses and defensive dice — fortress spaces grant defender extra die when attacked
  • movement economy with troop caps — max five troops per space; overstacking is restricted to keep balance
  • planning cards — draw cards from planning space; unlimited hand; can discard to reroll dice; modify actions
  • planning/initiative manipulation — planning space allows stealing or denying initiative to affect turn order
  • reserve deployment — troops can be moved from reserve onto the board as part of actions
  • siege engines bombardment — bombard spaces to engage in combat when taking over a space
  • supply board and round tracker — rounds are four; supply board tracks status and determines turn order
  • symbol linkage and spatial intuition — board symbols link to supply board features; players must pay attention to iconography
  • turn-by-turn action economy — each action consumes a commander placement and reshapes the board state for the next turn
  • Two-player constraint — game designed for two players; no solo or multiplayer options
  • Worker Placement — place commanders on board to move troops, block spaces, and trigger actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this is a very clever game.
  • this is a tiny little thing that you can bring with you anywhere
  • It's like a chess match
  • The production is fantastic
  • it's only a two-player game
  • The rule set is light
  • It's a chess style duel
  • quick to play in such a small package
References (from this video)
No references stored for this video.
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