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. |