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german version

Samurai Swords  Rating Grade (1-10)
Graphic Presentation 8
Rules 8
Playability 8
Replay Value 7
Overall Rating: 8

PRO Great graphic presentation, good and clear rulenbook, variable setup prevents static gameplay
CONTRA Not suited for two players, more players are recommended

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Shogun/Samurai Swords
Review #1

written by: Denny Koch
Graphic Presentation Shogun / Samurai Swords is very appealing and designed in a japanese style. The mapboard is very attractive, 80x60 cm large and offers a japanese flair. The same goes for the different plastic figures which represent samurai swordsmen, archers, spearmen, a ninja, castles etc.. All additional accessories such as the samurai swords (which are used to determine the player order), the koku coins, army cards etc. fit perfectly into this setting and invite to play the game. As always with games from the MB Gamemaster Series, the graphic presentation is great. The game and its components are convincing and are done very carefully and with an eye for detail.
Rules The game includes a 31 page rulebook (english), which gives a very good introduction to the game system. It is well written, includes examples and illustrations and doesn't leave any questions unanswered. It's possible to start playing and to go through the sequence of play while reading the rules - which allows a quick game start. The rules are written in a clear language, so that this rulebook is exemplary. After the first action sequence, one gets a grasp of the basic principles of the game, which (astonishingly) offers a certain degree of complexity.
Playability Shogun / Samurai Swords offers a very good playability. The game speed is quite high, much higher than in its Axis & Allies "relatives" in the Gamemaster Series, and all phases are very interactive with the other players. This allows for much variation and especially the bidding-system by which the actions and possibilities of each player in each round are determined, gives the game a poker-like aspect. The action sequence consists of 9 phases, which are easily understood - thanks to the good rulebook! The combat system is useful and portrays the advantages and disatvantages of the different units in feudal Japan quite well. A game takes approximately 6 hours and is perfect for a long evening with as much players as possible - the more players take part, the better the playability! Diplomacy and coalitions are important, so it's difficult to play this game with only 2 players (where each player has to play two factions). At least 3 players should participate if you want to see why so many players consider this game the best of the Gamemaster Series.
Replay Value In my opinion, the replay value is much higher than in A&A because the initial setup varies with each game. The 65 provinces are distributed randomly at the beginning of the game and the game isn't as static as A&A. Samurai Swords offers some strategic depth and allows completely different strategies and options, which are represented by the different purchasing and bidding strategies. The game length is much shorter than the length of an A&A game, which also increases the replay value.
Creativity Shogun / Samurai-Swords doesn't offer any revolutionary new ideas, but its design is innovative and appeals to each japanophile friend of Fun-Wargames. The different game elements, such as the hidden bidding, the player determination and the units with all their specific advantages and disadvantages are not new, but the combination is solid, well thought-out and it's definitely entertaining.
Simulation Value The simulation value is low, because Samurai Swords is designed as a Fun-Wargame and doesn't want to be a consim or a simulation. A certain degree of authenticity was included into the combat system and into the qualities of the different units, e.g. the archer's arrows hit before the swordsmen reach their positions etc.. The battle order of feudal japan is portrayed surprisingly good, but I wouldn't call this a simulation.
Solitaire Factor I would warn against doing this. The hidden bidding, the conspiracy etc. are an important part of the game system - without this, it would be quite boring, I guess. Shogun is designed as an easy wargame and not as a strategic solitaire study. It wants to entertain people who are playing together, having a good time.
Can be compared to Samurai Swords is part of the Gamemaster Series. This is the reason why it always will be compared to Axis & Allies, despite the fact that the basic game mechanics are completely different and in fact, I think Samurai Swords is more authentic than A&A. The game can be called an extremely enhanced version of Risk, but it offers much more possibilities and a more complex system than this very easy and simple wargame. I would say, the closest relative within the Gamemaster Series is Conquest of the Empire.
Short Review

Samurai Swords isn't a game with the same strategic depth of a consim and you don't have to spend years with studying the game and searching for the ultimate war strategy. But it doesn't want to be such a game! It is a Fun-Wargame and wants to entertain several players for an evening. Despite this claim, it is much more complex than the "average" family boardgame and it needs more time to get into the game. This isn't much of a problem because the rules are very well worded. The overall appearance is very attractive. The initial setup isn't fixed, so that Samurai Swords allows an infinite number of variants. One could call Samurai Swords a decorative and demanding game with a certain amount of complexity (compared to other Fun-Wargames). Nevertheless, it is easy to learn and fun to play with friends and beer (or japanese sake). This game is optimal for game meetings and a nice alternative to ultra complex consims.

I would always prefer Samurai Swords over Axis & Allies because it has more options, a higher game speed, a shorter game length and tons of good ideas such as the hidden bidding etc.. Fans of Conquest of the Empire should take a look, and I definitely recommend this game to all players who accept that Samurai Swords isn't a historically accurate simulation of war in feudal Japan and who are looking for an attractive party wargame in a very japanese style and design. It's nothing more than this - but it's nothing less either.

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