Harakiri: Blades of Honor is a multi-campaign cooperative board game of adventures and fantasy for up to 4 players. After a bloody civil war, the Emperor was banished and the empire fell into the darkness, governed under the tyranny of the Dark Shogun.
Pick one hero, each of them with their background and skill tree, to embark with your gaming group on an epic adventure. Travel through Japan, where you will be able to trade, visit shrines to increase your divine connection with your associated god, learn about the story of each character and many more, in an evolving map which will react to your decisions failures or successes.
Each hero shall have a customized board with many options to decide your way of playing. Will you focus on divine powers, unleashing a devastating God Mode to use as a final option sacrificing your own body on the process? Or would you prefer to unveil your own history via personal missions? Many options are laid before you and choices will have to be made along the way.
The game will include many travel events where your hero could go into the magical forest of the Tengus, travel to cursed villages and battle with the help of his blade the terrifying creatures of Japanese mythology… Some of these event cards can be turned into even more dangerous events depending on your hero decisions. Will you travel following safer roads to avoid potential conflicts or will you choose to go through more dangerous sideways to gain some precious time needed to achieve your goals before the Dark Shogun keeps on spreading his influence and power all over the land?
Besides this, the combat system will also allow you to choose your way of playing. You will be able to decide if you want to use heavier and more damaging blows or faster ones, giving you extra time for other purposes. Also, you will be able to choose if you want to focus during your attack, allowing you to go through the enemies’ defense or diminish it for the rest of the battle. But beware, because a failed attack could even lead to a terrible counter from one of the many japan folklore-based members of the Shogun Horde. Not only that, but also during each and every attack the energy of the kami could give even more power if you are lucky enough to get the right combination from the yin-yang symbol dices. Finally, the dice-based skill system will also allow for powerful moves during your turn, giving passive or active effect to choose from. But beware, cause the more powerful a skill is, the harder it will be to use it again, adding a tactical layer to the game.
Besides all the mechanics, we think that a good story is a crucial part of immersion and fun, and for that we are honored to have one of the top fantasy Spanish writers, David Velasco, in our team. Get ready to dive into a branching and evolving story, where decisions can deeply affect the outcome of upcoming sessions.
Regarding art production we count on well-known artists and illustrators who have made fantastic pieces of art to recreate the Japanese culture. Our sculptors have created incredible minis to get a deeper immersion in the extensive world of Harakiri.
Hone your blade and fight for your clan like a hero and get involved in the wonderful lands of Harakiri!
SYNERGIC GAMES
—description from the publisher
Images
- Pressureful influence mechanic adds anticipation.
- Open-world exploration feel like video games.
- Risky 'Kami' infusion mechanic is exciting.
- Strategic movement options encourage coordination.
- Good writing and narrative beats.
- Challenging enemy scaling and potential boss fights.
- Table presence with beautiful components.
- Enjoyed both the Adventure and Exploration phases.
- Some event results are punishing early on.
- Combat can feel less exciting in the Adventure phase.
- Dice rolls, especially the focus die, can be swingy and unpredictable.
- Setup can be initially overwhelming.
- Component organization might require a functional insert.
- Some dice symbols look 'weird' to the reviewer.
- Uncertainty about the value of tick-down mechanics without playing the full campaign.
- Dark fantasy samurai
- World with samurai, devils, and demons
- Story books and personal story chapters for characters
- Kingdom Death Monster
- The Witcher
- Assassin's Creed
- Neverwinter Nights
- Baldur's Gate
- Ryan Lockett game
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a set number of actions per turn (e.g., three actions for movement or other tasks).
- Card Drafting — Players can draw or purchase cards for items, armor, or actions.
- Character progression — Characters can level up, unlocking new abilities and gaining access to better equipment or skills.
- cooperative play — Players work together to achieve common goals, sharing information and coordinating actions.
- Dice Rolling — Dice are used for skill checks, combat, and other tests, with special dice like a 'focus die' adding variability.
- Influence track — A track that increases each round, triggering negative effects and adding pressure to the game.
- Player Elimination (Risk) — A mechanic where powering up too much can lead to the character's 'flame out' or death.
- Resource Management — Players manage resources to perform actions, upgrade abilities, or craft items.
- scenario-based gameplay — The game is divided into acts and chapters with specific setups and objectives.
- Set Collection — Players gather tokens from the board to complete objectives.
Video topics + discussion points
Quotes (from this video)
- If you're into like Pomo Dante's Inferno uh te Garden setti uh you know civil I mean there were a lot of even uh explorers aoria this game that I did a preview for earlier they have a expansion with a full solo campaign I'm ready to dig into that I love this game.
- This is not sponsored and I want you to know that because this is not a Kickstarter crowdfunding show.
- I absolutely love that. I have not experienced it yet but I love the whole idea of like you literally could just flame out you can power up and flame out that sounds cool to me.
- There's a lot of big box campaigns we're even going to make an episode about delin in The Dungeons and adventure games in the winter time I'm telling you it just feels like the season for that right.
- I would like to thank the publisher for sending me this game so I could share it to you wish I had more time with it to give you a fullon review but I think this is a solid one.
References (from this video)
- Pressureful influence mechanic adds anticipation.
- Open-world exploration feel like video games.
- Risky 'Kami' infusion mechanic is exciting.
- Strategic movement options encourage coordination.
- Good writing and narrative beats.
- Challenging enemy scaling and potential boss fights.
- Table presence with beautiful components.
- Enjoyed both the Adventure and Exploration phases.
- Some event results are punishing early on.
- Combat can feel less exciting in the Adventure phase.
- Dice rolls, especially the focus die, can be swingy and unpredictable.
- Setup can be initially overwhelming.
- Component organization might require a functional insert.
- Some dice symbols look 'weird' to the reviewer.
- Uncertainty about the value of tick-down mechanics without playing the full campaign.
- Dark fantasy samurai
- World with samurai, devils, and demons
- Story books and personal story chapters for characters
- Kingdom Death Monster
- The Witcher
- Assassin's Creed
- Neverwinter Nights
- Baldur's Gate
- Ryan Lockett game
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a set number of actions per turn (e.g., three actions for movement or other tasks).
- Card Drafting — Players can draw or purchase cards for items, armor, or actions.
- Character progression — Characters can level up, unlocking new abilities and gaining access to better equipment or skills.
- cooperative play — Players work together to achieve common goals, sharing information and coordinating actions.
- Dice Rolling — Dice are used for skill checks, combat, and other tests, with special dice like a 'focus die' adding variability.
- Influence track — A track that increases each round, triggering negative effects and adding pressure to the game.
- Player Elimination (Risk) — A mechanic where powering up too much can lead to the character's 'flame out' or death.
- Resource Management — Players manage resources to perform actions, upgrade abilities, or craft items.
- scenario-based gameplay — The game is divided into acts and chapters with specific setups and objectives.
- Set Collection — Players gather tokens from the board to complete objectives.
Video topics + discussion points
Quotes (from this video)
- If you're into like Pomo Dante's Inferno uh te Garden setti uh you know civil I mean there were a lot of even uh explorers aoria this game that I did a preview for earlier they have a expansion with a full solo campaign I'm ready to dig into that I love this game.
- This is not sponsored and I want you to know that because this is not a Kickstarter crowdfunding show.
- I absolutely love that. I have not experienced it yet but I love the whole idea of like you literally could just flame out you can power up and flame out that sounds cool to me.
- There's a lot of big box campaigns we're even going to make an episode about delin in The Dungeons and adventure games in the winter time I'm telling you it just feels like the season for that right.
- I would like to thank the publisher for sending me this game so I could share it to you wish I had more time with it to give you a fullon review but I think this is a solid one.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Harakiri: Blades of Honor is a massive cooperative campaign skirmish and adventure game.
- The main game comes with two act books, each representing a complete and stand-alone campaign.
- In a typical game session, you'll play across a full chapter.
- You'll use the campaign sheet at the very back of the act book to keep track of any choices and progress which carries over from chapter to chapter.
References (from this video)
- Two act books enabling complete stand-alone campaigns
- Campaign sheet to track choices across chapters
- Clear structured phases (adventure and exploration)
- divine spirits
- fantasy version of feudal Japan
- campaign-driven story with acts and chapters
Mechanics (from transcript analysis)
- campaign structure — Two act books, each representing a complete and stand-alone campaign; progression tracked on a campaign sheet.
- Card/Chit Market — Markets reveal top three cards; players buy/sell; blacksmith deck management; heads as currency.
- Combat: Dice — Combat uses color-coded dice; range, line of sight, and difficulty determine success; armor/defense modify damage.
- Dice-based combat — Combat uses color-coded dice; range, line of sight, and difficulty determine success; armor/defense modify damage.
- Four-character party split among players — Players pilot a team of four characters; four characters are used per act and must be split among players.
- Grid-based exploration and travel — Adventure phase uses a wider map with cities/markets; exploration phase involves grid-based skirmishes.
- I Cut, You Choose — Players pilot a team of four characters; four characters are used per act and must be split among players.
- Kami mode and karma — Kami tracker allows karma exchanges; Kami mode grants a powerful temporary effect but ends with defeat.
- Key dice and skill management — Manage key dice, slot into skills, and use rerolls to adjust pools; Kami tracker unlocks skills.
- Market/Blacksmith economy — Markets reveal top three cards; players buy/sell; blacksmith deck management; heads as currency.
- Movement Points — Movement by land, sea, and group travel; movement costs and points depend on dexterity and bonuses.
- Phase end conditions and malice/oracle — Adventure phase ends on defined success/failure; malice and oracle decks influence round flow.
- Travel and movement options — Movement by land, sea, and group travel; movement costs and points depend on dexterity and bonuses.
- Two-phase play — Adventure phase and exploration phase, each with distinct rules and objectives.
- Variable Phase Order — Adventure phase and exploration phase, each with distinct rules and objectives.
Video topics + discussion points
Quotes (from this video)
- Harakiri: Blades of Honor is a massive cooperative campaign skirmish and adventure game.
- The main game comes with two act books, each representing a complete and stand-alone campaign.
- In a typical game session, you'll play across a full chapter.
- You'll use the campaign sheet at the very back of the act book to keep track of any choices and progress which carries over from chapter to chapter.
References (from this video)
- Rich feudal Japan theme with deep lore potential
- Massive, modular map and extensive map tiles
- High-detail miniatures and impressive art
- Robust campaign structure with two main phases and expansions
- Standalone expansion options with compatibility to core game
- Storage design mindful of sleeved cards
- Dynamic AI and event system keeps encounters fresh
- Market, Blacksmith, and Kami system providing loot variety
- Potential for solo play experiences and continued playability
- Steep learning curve due to complex rule set
- Caveats about needing base game and expansions to play certain modes
- Some components appear not to be included in base box (e.g., dices and minis in separate box)
- Potentially expensive with all expansions and content
- Heavy setup time due to numerous components and card decks
- Ritual warfare, samurai honor, and clan conflict with an overarching mission to free Japan from a dark Shogun
- Feudal Japan
- Campaign-driven, narrative-first with adventure and exploration phases
Mechanics (from transcript analysis)
- Action point economy — Each character has a set of action points used for moves, interactions, and abilities.
- Action Points — Each character has a set of action points used for moves, interactions, and abilities.
- Ally/minion/boss enemies and AI — Enemies come in tiers (minion/servant/hero), with AI decks and varying aggression levels.
- Boss Battler — Enemies come in tiers (minion/servant/hero), with AI decks and varying aggression levels.
- Branching choices — Flavor text with decisions that shape outcomes and progression within missions.
- campaign structure — Overarching narrative spanning multiple acts and missions, with expansion content offering standalone campaigns.
- Card-driven events and encounters — Adventure and exploration events are drawn from a large deck, with green/red differentiation affecting outcomes.
- Character development and Kami affinity — Characters have health, skills, affinities and Kami cards that grant ongoing bonuses throughout acts.
- Events — Adventure and exploration events are drawn from a large deck, with green/red differentiation affecting outcomes.
- Initiative and AI system — Green and red initiative cards determine activation order; enemies use AI cards to drive behavior.
- Loot and equipment economy — Gear obtained from Blacksmith and Market cards; armor and weapons with upgrade paths and resale value.
- miniatures-based combat — Numerous minis with statistics (health, speed, range, defense, armor) used on combat maps.
- Modular Board — Double-sided large map tiles that unfold into exploration and combat areas, enabling large-scale world exploration.
- Modular map and board — Double-sided large map tiles that unfold into exploration and combat areas, enabling large-scale world exploration.
- Narrative Choice — Flavor text with decisions that shape outcomes and progression within missions.
- Solo play support — Standalone or solo expansions offer different experiences, sometimes starting at higher levels.
- Storage-friendly design — Box inserts and trays are designed to accommodate sleeved cards and keep components organized.
Video topics + discussion points
Quotes (from this video)
- the map is huge and it's going to be super fun to explore all these places
- I can't wait to dive into this and see what's inside
- this is a standalone experience
- I really like that theme a lot, it's one of my favorite themes to play inside of
- this expansion is completely standalone but you can add some components to the core game
- it's going to be awesome and I can't wait to paint these minis