Skip to main content

General Orders: Sengoku Jidai

Game ID: GID0140396
Game Info
Year
2025
Players
2
Age
14+
Playtime
30 min
Complexity
2.5/5
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
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

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
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.
Transcript Navigation
Top
Showing 1–2 of 2
View on BoardGameGeek