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
- innovative cross-board tension system
- tight, focused two-player duel
- visually clear and elegant despite multiple boards
- rules can feel complex and require deliberate memory of interactions
- scaling to play with others (2 players only) may deter some groups
- pure abstract strategy, no thematic narrative
- Abstract two-player duel across four boards (two home boards and two away boards)
- non-narrative
Mechanics (from transcript analysis)
- knock-off / capture objective — Victory is achieved by pushing an opponent's stones off a board.
- multi-board movement — Players interact across four boards (two home, two away) with paired moves each turn.
- passive vs aggressive moves — Each turn features a passive move on one board and an aggressive action on another, creating cross-board tension.
Video topics + discussion points
Quotes (from this video)
- Shobu which is always fun when it comes to the table
- Shou is a tough one
- it's a challenge
- it's a quick game 10 15 minutes but it shouldn't be 2 minutes
- it's a lot of fun when it's back and forth
- Mecha Dragon has the ability to win a game in two rolls
- you've essentially broken that game
- the board game experience at the Space Center was really nice and community-focused
- this hobby has opened doors to new friends and new experiences
References (from this video)
- Innovative four-board structure creates deep, emergent play
- Two-move system adds timing and misdirection opportunities
- Encourages forward-thinking and multi-board coordination
- Learning curve can be steep due to multiple boards and move rules
- Strategic pressure and multi-board sequencing
- Four boards with players' pieces on each board
- Abstract, puzzle-like with competitive edge
Mechanics (from transcript analysis)
- Cross-board interaction — Defensive and offensive planning must consider how moves on one board affect the others.
- Dual-phase moves (passive vs active) — Each turn includes a passive move on your own side and an active move on the opposite color board.
- Push-off captures — Active moves allow you to push stones off the boards to eliminate pieces.
Video topics + discussion points
Quotes (from this video)
- condenses the feeling of chess into kind of a miniature chess board
- movement templates can really change the feel of the game
- there's a ton of God powers that you can play with and these aren't just little things
- portable, very durable, this is a great like camping game
- the pieces themselves make up the play area
- there are some really good opportunities for clever plays or ways to trap your opponent
- the goal is five in a row
- when you move that ring, it flips all of the discs that it jumped over
References (from this video)
- natural appearance like ancient games
- interesting push mechanic
- good abstract strategy
- abstract
- ancient games
- pebbles
Mechanics (from transcript analysis)
- abstract strategy
- mirrored boards
- pebble placement
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- Unpredictable combat
- Cube tower mechanic
- Strategic gameplay
- War Strategy
- Feudal Japan
- Wargame
Mechanics (from transcript analysis)
- cube tower combat — Random combat resolution using cubes
Video topics + discussion points
Quotes (from this video)
- guaranteed fun sit back and relax
- I love these war type games
References (from this video)
- 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
- 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
- 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
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
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)
- elegant, deep abstract strategy
- simple rules, substantial depth
- compact, no-theme presentation that emphasizes mechanics
- can be challenging for players new to abstract strategy
- no flashy components or theme to attract casual players
- tug-of-war of influence across symmetric boards
- abstract strategy on four boards with rope separation
- minimalist, no-theme presentation
Mechanics (from transcript analysis)
- dual-board placement and pushes — on your turn you perform a passive move on your own board and a corresponding aggressive move on the opponent's board
- Positional strategy — depth comes from anticipating threats and setting up future pushes
- programmed moves — the second move mirrors the first on the opposite color board, enabling pushing under strict sequencing
- programming — the second move mirrors the first on the opposite color board, enabling pushing under strict sequencing
Video topics + discussion points
Quotes (from this video)
- the four player game is extremely chaotic
- it's really a fantastic abstract
- a nice kind of versatile game ... about 30 minutes
- I really love War Chest
References (from this video)
- high tactile appeal
- publisher place-ability helps with publishing decisions
- rules can be tricky to explain quickly
- Onitama
- Tess
Mechanics (from transcript analysis)
- multi-board simultaneous play — four boards split the space; moves on one board can be mirrored on another
Video topics + discussion points
Quotes (from this video)
- these games have no theme
- it's a toolbox for you as a game designer which of these mechanisms do you want to employ in your own abstract strategy game
- product design is everything
- the single most impactful feature of connect 4 was that little hatch beneath the frame
- abstract strategy games are some of the most interactive games in existence