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
- 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.
- 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.
- Area control during feudal Japan
- 16th century Japan
- 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
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)
- 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
- 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
- samurai warfare and area control in a feudal setting
- 16th-century Japan
- abstract strategic duel with chess-like timing and planning
- 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
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