Game Info
Year
2026
Players
2-5
Age
14+
Playtime
150 min
Complexity
3.5/5
Collection
Your Tier
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Description
A strategic area-control game where players lead historical Japanese clans competing for control of provinces and diplomatic supremacy in feudal Japan
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment:
pos 8 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–8 of 8
Video 7md1yxd9vOE
BoardGameCo Analysis at 6:34 sentiment: positive
video_pk 94939 · mention_pk 260332
Click to watch at 6:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- One of the best games played from Faelins
Cons
- Faelins has a bunch of outstanding games, so you want to be wary of that
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Um, also special guest is Mogat who's kind of hanging out on the couch over there.
- So, um, now we're doing this. It'll be shorter because I don't have the energy to do the exact same thing I just did.
- For non-cat people, I know that um you know, throwing your pets into everything can sometimes be less charming, but for the cat people, they want more.
- I debated not doing it at all, and I was like, you know what? I'm going to I'm going to do it because last week I missed my weekend review and I allow myself.
- Nowadays, I'm give I give myself more grace.
- My favorite things that I do on the channel are usually when I go off script and it's natural.
- I thought Shelfie was a ridiculous concept, but I'm not here to yuck on someone's yum.
- The thing I am here to yuck on is blind boxes in general.
- It is very deflating to like film a video and then have to refilm it.
- It is part of the process.
- And as always, I hope you have a good one.
References (from this video)
No references stored for this video.
Video YglMHKizFQE
Zilla Blitz Other at 17:06 sentiment: positive
video_pk 80598 · mention_pk 196638
Click to watch at 17:06 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
- Appeals to fans of Japanese history
- Appeals to fans of multiplayer grand strategy games
- Beautiful map and components
- Includes miniatures
Cons
- Playtime might be longer than listed at higher player counts.
Thematic elements
- Warring daimyos vying for control to become shogun
- Japan, 1598, post-Hideyoshi's death
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Implied by 'fight it out over the next years until we have one ultimate ruler' and map areas being blocked out based on player count.
- Card Play — Mentions 'card play'.
- variable player count — Player count is 2-5, with map adjustments for fewer players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a State of Siege game where you play as a solo player essentially.
- This looks extremely juicy. If you like soliter games, if you like tactical combat, I think this one's going to be a lot of fun to play.
- This looks like for fans of Japanese history and if you like multiplayer games that are going to give you a grand strategic experience, this like this one looks like it could be a lot of fun.
- This is an outstanding series.
- Halls of Haggar was fishly hard to win, but a fantastic gameplay experience and was very well regarded. This looks like the same type of experience, but another theme, another gameplay element, and more good work from Tom Games.
- Why am I interested in this game? Well, I was reading a book about Greek history, per Greek and Persian history a while ago, and there wasn't I realized there wasn't really a lot of games that focused specifically on naval combat in the ancient era, the era of triams and all the different reams here.
- Combat Commander Adversary solves one of the weaknesses in the game and that given the card-based nature of the play of Combat Commander, it's not a game that is very amenable at all to solitire play.
- This is a dream come true. This looks really fun to be able to play Combat Commander Solitaire and have a a smart and and savvy opponent to go against.
References (from this video)
No references stored for this video.
Video 6zIf0yy-9eo
Meeple University Review at 0:00 sentiment: positive
video_pk 80464 · mention_pk 195862
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Multiple paths to victory (Sakura, Bushido track, or end-game scoring)
- Rotating action system that emphasizes timing and decision-making
- Mix of visible strategy and hidden danger through cards
- Allows for negotiation and player interaction
Cons
none
Thematic elements
- Daimyo vying for the title of Shogun
- Japan
Comparison games
- Civilization
- Agricola
Mechanics (from transcript analysis)
- action selection — Players play action tiles from under their action board, with longer waiting times making actions stronger.
- Area Control — Winning combats and controlling certain territories and temples are ways to win the game.
- Dice Rolling — Attacker and defender roll dice based on their units and bonuses during battles.
- Engine Building — Players build their engine by recruiting units, upgrading them, and placing buildings that improve resource generation.
- Negotiation — Players can negotiate, exchange resources, and make promises.
- Set Collection — Gaining Sakura can be achieved by controlling certain provinces, having unit majority in any temple, or completing chronicle objective cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Doesn't it sound noble, historically majestic, and just awesome?
- That was tactical chewing.
- Uh thorough tactical chewing.
- Majestic in theory anyway.
- What are the five actions?
- Hello, peasant. Would you like to join my army? Excellent. Uh here's a weapon, a bowl of rice, and remember, no sick leave.
- Oh, yes. That's definitely a knock down rebuild job. Bring in the wrecking ball.
- Or use the force.
- Sure, Obi-Wan Kenobi.
- Oh, so you can feed me more rice then?
- Well, rule book says no need to feed your meeples, so no.
- That's conquest, not peace.
- Peace is much easier when there's no one left to disagree.
- I feel attacked.
- In fact, I gave you rice and you attacked me. Remember?
- That rice was stale.
- Stella-san, I have achieved peace.
- Really? That sounds unlike you.
- Yep, everyone else has been removed from the province.
References (from this video)
No references stored for this video.
Video 2v3GJb-tth0
Zilla Blitz Playthrough at 0:02 sentiment: positive
video_pk 80360 · mention_pk 195495
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Quickly gets into the mid-game and accelerates.
- Enjoyable theme and artwork.
- Actions are powerful and become more so as the game progresses.
- Engaging mechanics like temple interaction and combat.
- Satisfying military build-up.
Cons
none
Thematic elements
- Vying to become the ultimate Shogun and ruler of Japan
- 1598 Japan
Comparison games
none
Mechanics (from transcript analysis)
- action selection — Players choose one of five actions per turn, with actions becoming more powerful as the turn marker advances.
- Area Control — Players move units to occupy provinces and gain access to benefits like temples.
- building — Players can build Mura and Machi in provinces, which provide resources or unlock abilities.
- Card Play — Chronicle cards represent long-term goals, and Daimyo cards can be played after dice rolls to affect combat results.
- Combat — Players resolve battles using dice rolls, with unit types influencing the dice used and potential for upgrades and cards to modify outcomes.
- Dice Rolling — Dice are rolled to determine combat outcomes, with various types of dice (green, gold, yellow) and results (hits, armor).
- Resource Management — Players gather resources like rice, wood, and gold to build units and upgrade holdings.
- Temple Interaction — Players can curry favor with temples by placing units in them, gaining unique benefits such as extra dice or movement points.
- Unit recruitment and upgrades — Players can recruit new units and upgrade existing ones using resources, improving their combat effectiveness.
- Victory Points — Victory points (Sakura) are tracked, with multiple pathways to achieve them, including fulfilling Chronicle cards and gaining favor with temples.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The Chronicle cards are somewhat like lifetime achievements for your daimyo and for your for your holdings.
- This is a prototype. So, none of the components here are final and you can expect minor changes and possible changes in what the game looks like between now and the final version.
- Really enjoying this one. I I love how quickly it gets into the mid-game and how quickly it accelerates. Really like the theme and the artwork as well.
References (from this video)
No references stored for this video.
Video eq3rpxwj9eA
Zilla Blitz Review at 0:02 sentiment: positive
video_pk 80379 · mention_pk 195568
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accelerates quickly and builds fast into the mid-game.
- The development and building system is fun and allows for customization.
- Mechanics are streamlined and elegant.
- Beautiful production quality and thematic presentation.
- Clear and well-written rule set.
Cons
- Not recommended for solitaire play as it's designed for multiplayer interaction.
- Prototype version; some elements may change.
Thematic elements
- Daimyo vying for control and trying to become the shogun after the ruler of Japan dies.
- Japan, 1598
Comparison games
- Sovereign Brettwalda
Mechanics (from transcript analysis)
- action selection — Players choose one of five different action types per turn, with action strength varying based on a rotating board.
- Area Control — Players vie for control of provinces on the map of Japan.
- Building placement — Players can build villages, rice fields, and wooded terrain to gain resources and strategic advantages. Buildings can be upgraded in three levels: mura, machi, and jokamachi.
- Card Play — Daimyo cards and Chronicle cards offer special abilities and long-term goals.
- Combat — Military units engage in dice-based combat. Dice results can include armor to negate hits, swords for hits, and sun results that depend on unit upgrades.
- Combat: Dice — Military units engage in dice-based combat. Dice results can include armor to negate hits, swords for hits, and sun results that depend on unit upgrades.
- Hidden Victory Points — Players can win by accumulating Bushido points (from battles) and Sakura points (from holdings, temples, and chronicles).
- Resource Management — Players collect and use resources such as rice, gold, and wood to recruit units, upgrade units, and build buildings.
- Set Collection — Players collect Sakura points through various means to achieve a victory condition.
- Unit upgrades — Units can be upgraded using gold to improve their hit points or add special abilities.
- Victory Points — Players can win by accumulating Bushido points (from battles) and Sakura points (from holdings, temples, and chronicles).
- Worker Placement — Units, particularly the daimyo, can be placed in temples to gain influence and benefits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The year is 1598, and Toyotomi Hideyoshi, the ruler of Japan, who has united the country under his rule, dies.
- The first way to win the game is the path of uh Bushido, which basically is winning battles.
- The second way to win the game is by what are called Sakura, and these represent more of a developmental pathway to victory.
- The third way to win is if none of this happens before the final game of the turn is triggered, then you look at each player and you total up the number of Bushido points and Sakura points that they have, and the player that has the most points has won the game.
- This game accelerates quickly, it builds fast, you're right in the mid game before you even realize it.
- The systems and the mechanics in Sovereign Shogun are streamlined and a level simpler than in Brett Walda.
- For a prototype rule set, I feel like I was able to to jump in this, pick it up right away, and I'm just playing right away.
References (from this video)
No references stored for this video.
Video hLA5ilOrEJE
Zilla Blitz Other at 4:36 sentiment: positive
video_pk 80219 · mention_pk 194893
Click to watch at 4:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Really unique look at the Shogun theme
- Neat theme
- Enjoying it
Cons
none
Thematic elements
- Shogun era Japan
- Japan
Comparison games
- Brett Walda
Mechanics (from transcript analysis)
- Series-based gameplay — Host mentions it's 'the second game now in what they're calling the Sovereign series'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is looking really, really good. Very interesting topic and a very creative design.
- Baggie games are always fun, too, because they come in my mailbox rather than at my front door. So when they arrive, you're like, "Oh, it's a magazine." And then you open up saying, "Oh, it's a game."
- So, it's the flip side of Silent Victory with all of the implications and fun of that.
- This is a tactical combat game, fantas fantasy combat game set in Greek mythology.
- 46% of viewers said yes to this question.
- I figured most people wouldn't have space. Most people wouldn't have the time and most people Yeah.
- I feel like I'm not in the Grognard club until I do one of these experiences.
- Especially now that half of us have done this, I feel left out.
References (from this video)
No references stored for this video.
Video bgHVW7gnR4w
Zilla Blitz Other at 0:27 sentiment: positive
video_pk 80127 · mention_pk 194533
Click to watch at 0:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Enjoyed time with it
- Love the building aspect
- Strategy
- Elegant, detailed, and rich combat system
- Enjoyed the time in history
Cons
- Haven't played enough to rank it above others
Thematic elements
- Becoming Shogun
- 1598 Japan
Comparison games
- Brettwalda
Mechanics (from transcript analysis)
- alliances
- Area control/building — Adding cities, villages, and castles to your domain.
- Card Play
- Combat — The combat system is very elegant and detailed and rich.
- Strategy
- warfare
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This month I think has a very interesting collection of games, one of which will probably surprise people as it's not something I generally have talked about on the channel.
- I said I'm going to play for like an hour. Next thing I know, it's 4:00 in the morning.
- But the gameplay is amazing.
- So, this game captures, I think, casualties in combat in such a unique and just immersive way that I've not seen in many other games.
- So, as much fun as I've had with Cyberpunk 2020 2077, and again, I've stepped away from it. I've like, 'Okay, I've gone I've shut myself off for it for a while until I can control myself.
- So, game of the month for June 2026, Wilderness 1864.
References (from this video)
No references stored for this video.
Video MfAYH-BPQvs
BoardGameCo Review at 0:02 sentiment: positive
video_pk 79963 · mention_pk 193701
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Straightforward, clever action selection system.
- High degree of strategic depth with multiple upgrade paths for factions, troops, and tableau.
- Satisfying temple control mechanics.
- Incentivizes player interaction and strategic outmaneuvering.
- Clean area control gameplay with various upgrade options.
- The puzzle of efficient action order is enjoyable.
Cons
- Plays better at higher player counts (4-5 players recommended, fine at 3, not recommended at 2).
- Can result in 'keepaway' or 'kingmaking' dynamics due to win conditions being checked at the start of a turn.
- Dice rolls in combat can sometimes negate strategic planning.
Thematic elements
- Controlling your empire/nation as the shogun
Comparison games
- Sid Meier's Civilization: A New Dawn
- Ark Nova
- Dirk Ken Shogun
- Wonderland's War
Mechanics (from transcript analysis)
- action selection — Players take one of five actions, activating them at a certain strength. The chosen action tile is then shifted down, preventing its use at the strongest level for several turns.
- Area Control — Players attempt to control areas on the board, specifically temple areas, to gain sakura presence and potentially win the game.
- Combat — Winning battles is one of the ways to win the game, involving rolling dice.
- Set Collection — Gathering sakura is a key component, achieved through controlling areas, controlling temples, and accomplishing secret objectives on cards.
- Variable player powers — Players control their own empire/nation and can upgrade their faction, troops, and tableau in various ways.
- Victory Points — Players can win by achieving seven sakura presence, winning seven battles, or having the highest score based on a combination of tracks at the end of the game.
- Worker Placement — Units are placed into temple regions, and expending units from these boxes can grant benefits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- For right now, I am keeping this game.
- The action selection system is very straightforward, very clever.
- It almost feels like a Eurogame, but in a game that's going to have a lot of combat, rolling dice, and attacking each other.
- Ultimately, I'm going to give this one a four out of five.
- The biggest question is just is this one destined to hit the table when I have a lot of area control games that are very excellent.
References (from this video)
No references stored for this video.
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