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Shogun

Game ID: GID0285880
Collection Status
Description

Japan during the Sengoku or “Warring States” Period (approx. 1467-1573): each player assumes the role of a great Daimyo, leading their troops to conquer the provinces of the Japanese islands.

Each Daimyo has the same 10 possible actions to develop his kingdom and score points. Each round, the players decide which of their actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cube Tower plays the leading role: cubes (representing troops) from both sides are thrown in together, and those that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points at the end of the game becomes – SHOGUN!

Shogun is based on the Wallenstein game system. The game is an international edition with language-independent components and five language-dependent rule booklets.

Re-implements:

Wallenstein

Year Published
2006
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–3 of 3
Video Yfcjdci5Uh4 Dice Tower top_10_list at 6:14 sentiment: positive
video_pk 13118 · mention_pk 38348
Video thumbnail
Click to watch at 6:14
Overall sentiment (raw)
positive
Pros
  • Excellent cube tower mechanism
  • Better board design than original
  • Preferred Japanese theme over German
  • Map layout creates different gameplay experience
  • More interesting visually
Cons
  • Many players preferred the original Wallenstein over Shogun
  • Significant map differences from Wallenstein confused some players
Thematic elements
  • Regional control and daimyo conflict
  • Feudal Japan
  • Historical military simulation
Comparison games
  • Wallenstein
Mechanics (from transcript analysis)
  • Area Control — Control Japanese regions on the map
  • Cube tower — Unique random element delivery mechanism using a physical cube tower
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's nothing really bad about it
  • It has a lot of longevity basically because it is a fun game to play
  • I really enjoyed the passenger mechanism
  • This is a 20 year old game, and people are still wanting to come after it and get it
  • You I learned things about the Cold War era that I didn't ever know
  • It is a really thematically rich and fun game
  • Love cube towers
  • Shogun's my favorite one
References (from this video)
No references stored for this video.
Video zLyXH0N-_H4 The Secret Cabal top_10_list at 1:28 sentiment: positive
video_pk 9389 · mention_pk 27694
Video thumbnail
Click to watch at 1:28
Overall sentiment (raw)
positive
Pros
  • Unpredictable combat
  • Cube tower mechanic
  • Strategic gameplay
Cons
none
Thematic elements
  • War Strategy
  • Feudal Japan
  • Wargame
Comparison games
none
Mechanics (from transcript analysis)
  • cube tower combat — Random combat resolution using cubes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • guaranteed fun sit back and relax
  • I love these war type games
References (from this video)
No references stored for this video.
Video SVkn8U0L0uc Picky Board Gamer rules teach at 0:26 sentiment: positive
video_pk 8716 · mention_pk 25706
Video thumbnail
Click to watch at 0:26
Overall sentiment (raw)
positive
Pros
  • Rich thematic flavor of Sengoku Japan
  • Deep strategic planning with a lot of interacting systems
  • Dynamic combat and battle tower mechanic
  • Varied actions and bidding create tension and choices
  • Robust component set and table presence
Cons
  • Complex rules and long setup
  • Setup can be laborious, especially with 3-5 players
  • High potential for chaotic or slow plays if players are not coordinated
  • Late-game scoring can feel lengthy and meticulous
Thematic elements
  • Daimyos vying for provincial control and influence, balancing construction, taxation, and revolt
  • Japan, Sengoku period (16th century)
  • historical strategy with factional power dynamics and episodic battles
Comparison games
none
Mechanics (from transcript analysis)
  • area_control / provincial management — Players control provinces, build in spaces, defend and attack to gain victory points.
  • battle tower combat — Combat resolution uses a battle tower with cubes; outcomes determine provincial control and potential revolt or loss.
  • Building Construction — Construct castles, temples, and theaters in provinces to gain regional bonuses and points.
  • event and special cards — Event cards drive yearly effects; special cards grant bonuses and influence turn order via auctions.
  • planning and bidding phase — Auction-like bidding for special cards and turn order; players plan actions by slotting province and bidding cards on their boards.
  • Resource management — Use war chests as currency, track rise (rice) and treasure, manage province economies and revolt risk.
  • revolt and province policing — Revolt markers and green neutral forces interact with rise and province defense, changing control dynamics.
  • seasonal timing and scoring — Two-year game with seasons (spring, summer, autumn) and a winter round; end-game scoring by region and building bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Shogun—a little bit chaotic but still controllable enough.
  • I always enjoy it whenever the game hits the table.
References (from this video)
No references stored for this video.
Transcript Navigation
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