Queen Games Shogun Big Box

Queen Games Shogun Big Box

  code: BG-QUR20142
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$72.86
RRP: $88.53 You Save $15.67
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Japan during the Sengoku or “Warring States” Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill. Each round, the players decide which of the 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. The troops from both sides are thrown in together and the cubes 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 after the second tally becomes – SHOGUN!

The main goal of the game is to have as many counties under your control as possible, but that alone is not enough to win you the game. Players must develop these counties by building palaces, churches and guilds. In addition to building infrastructure, you must also feed your peasants or they will revolt. Revolting peasants can lose you armies and possibly the county. At the beginning of the game, starting locations are assigned with a drafting mechanic using country cards and cubes representing armies; this ensures a different game every time you play.

There are 10 actions that can be performed by a player during a game round. There are two locations involving actions. Each player has his/her own board. On this board, the player places a county card on a particular action (for example if I want to build reinforcements in Bremen, I would place my Bremen county card face down in the reinforcement action box). The order of these actions is determined by shuffling a deck of 10 cards and displaying the first 5 face up on the main game board and the last 5 face down. This order changes round to round. So while players know the last 5 actions, advance planning and maneuvering is rewarded for the players who think about what is coming.

Moving (another one of your actions) into a country where there is another player sparks a battle. Battle can also occur when a player has moved into a Neutral County, or when a revolt occurs in one of their own counties. Battles are resolved with the dice tower. The tower is seeded at the beginning of the game with army cubes from all players and some peasants’ cubes so that there can be no perfect knowledge. The attacker and defender put all their cubes from the contested area into the tower at the same time. Whoever has the most cubes that fall out of the tower and into the tray is the winner of the battle. Cubes from other players not involved in the battle that fall into the tray are not counted. However, any peasants’ cubes in the tray side with the defender. In addition to invading and controlling counties, taxing counties for gold, acquiring grain to feed your peasant population, enlisting reinforcements and building infrastructure (whew!), there are event cards and bonus tiles that add additional twists to this exciting and deep game of military conquest!

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