There are several games out there that attempt to create a good Euro-Risk experience. Kemet comes to mind as another one that I have played that is pretty excellent. Check out Jake's blog for a quick overview of Kemet as well as other some other things if you are a BSB enthusiast (Beer, Speakers, and Boardgames. No Backstreet Boys, sadly).
Shogun is another Euro-Risk game, and it is also pretty excellent. It is a Japanese re-theme of the German themed Wallenstein. They are basically the same game, but just in different thematic settings. The choice of me grabbing Shogun over Wallenstein was my love of Japanese-themed games, so an easy choice.
Actually, I bought this as a Christmas gift for my brother, who I have converted over to Euro games despite him loving Risk even though it is a horrifically bad game. Considering all the boardgames I bought as gifts this year are Japanese-themed, I had to get this one. It was the perfect gift, really. He loves this game now. I'm a gift-giving master.
Here's the box. That samurai gentleman is quite handsome, looking out into the distance like that.
The sun sets, and Samurai Sam surveys the seaside for sushi for his supper. |
On top of that, there is a building element to the game. Players can build castles, temples, or theaters in the territories they control. At the end of each year (the game is played over 2 years, with four seasons/rounds per year), points are scored for each building built and territory owned. Furthermore, there is an area majority mechanic that awards extra points in each collection of territories of same color for the most of each type of building built there. This is actually the most effective way to get points, as having a castle and temple majority are worth 3 pts and 2 pts in each province.
A temple built along the coast of Kii. |
Every round consists of 10 possible actions: 3 building actions, confiscate rice, confiscate money, a few reinforce troop numbers actions, and 2 attack actions. All of these are depicted on your player board.
Player board. |
Speaking of planning, before each round you place cards, relating to territory you own, onto your player board facedown. The action you take then applies to the territory whose card you placed on that action space. For example if I place a territory card on the "build castle" space, then I can build a castle on that territory. Likewise, a territory card on an attack space lets me attack using troops from that territory. Not only is this an interesting idea in its own right, but it also makes it so you can't add troops to a province and attack with it on the same turn. Again, got to plan ahead.
Planning planning, choices choices. |
Getting rice (to feed the people of your territories later) and money makes the farmers of the land upset, and creates the chance for a revolt.
Revolt marker. Don't steal from these people again. |
Mozzie, the bear with the drunken past and affinity for headwear, very much enjoyed the farmies. He rooted for them from the stands.
Mozzie. Sporting a holiday bow, sun-shielding farming hat, and a fine silver pitchfork. |
But there's one more surprise left, a core element of the game....The CUBE TOWER!!!
Cube Tower!! |
But here's the kicker. These initial cubes enter, and only some of them come out. Some of them don't. And sometimes, ones that don't come out come back out during a later battle.
SURPRISE!!!
Top-down view of the cube tower. There are people stuck in there! |
Thematically, though, I don't think this makes much sense...
In the Suruga territory:
Samurai 1: "Where's Johnny?!"
Samurai 2: "Lost in the mountain again, I presume. I don't think he's quite all there."
Samurai 1: "Well we lost the battle because he wasn't here!"
In Iyo, on the complete other side of the country:
Samurai 3: "We won the battle!! It's all thanks to the new guy who showed up."
Johnny: "WHO AM I!!!!"
Makes. No. Sense.
And teleporting samurai are already unrealistic, so I have no qualms naming a samurai "Johnny."
And the suspense when throwing those cubes in is just fun. And the surprises are fun.
Onto actually playing the game (finally).
First things first. I started off the game with an energizing beverage.
For 100% kids, like me. |
The game was close. It came down to one final battle.
I lost by one army in that battle. Which caused a 2 point swing in the game.
Final score. I'm yellow. Obviously. |
Shogun is great. It does take about 2 hours with only 2 players, mostly due to some analysis paralysis in the planning phase later in the game. With 3 or 4 players, it would probably take 3 hours, which is pushing my limits on how long I want to play a single game. But that is really the only major flaw I see here.
It's pretty cool. And the cube tower is a winner.
And in case you were wondering what happened to Samurai Johnny: