Oshi

Alternate Names

The full name of the game is given as Oshi: The Game of Influence. Oshi translates from Japanese as "push", specifically, as a noun not a verb.

No. of Players

Two

Equipment

A 9x9 square grid is used for the play of this game. Each player has eight counters of a distinctive color at the start of the game. These eight counters consist of four one-story counters, two two-story counters and two three-story counters and all are made to resemble Japanese buildings. Here, I call the two colors of counters red and white, but the marketed version refers to them as oxblood and ivory, respectively. The diagram below shows the different kinds of counters and their respective point values:

Counter

Name

One-story counter

Two-story counters

Three-story counters

Point Value

1

2

3

History

If Sumo wrestling could be expressed in board game form, this would be the game to do so. Oshi is inspired by a Japanese legend in which the Goddess Amaterasu gifted the first Japanese emperor with her wisdom, in the form of a game. The game is said to have taught the emperor and his court to temper their influence and power with caution. Oshi was published by WizKids and designed by Tyler Bielman.

Objective

The objective for both players is to push seven points worth of opposing counters off of the board.

Play

The board is set up as shown above. One player controls the red counters and the other controls the white. Alternate turns entail the orthogonal movement of a single friendly counter, i.e. counters may move up, down and sideways, but not diagonally. The point value of the different counters determines the maximum number of spaces it may move (it is allowed to move a number of spaces less than its point value), and how many counters it may push while moving. Counters may push friendly counters, opposing counters, or a combination of both, as long the total number of counters does not exceed the point value of the pushing counter. For example, a three-story counter may push a line of three counters along a line so that the end result is that each of the four counters has moved a total of three spaces away from their starting point. Also note that a two-story or three-story counter may push another counter that is not adjacent to it. For example, a three-story building has the ability to move three spaces, it may cross two spaces before becoming adjacent to another counter which it may then push one space for the last part of its move. Similar to Sumo wrestling, players are attempting to push opposing counters off of the board. Each time a player pushes one of the opponent's counters off of the board, they may claim it and place it off to their side of the game board until one player has captured seven points worth of opposing counters, thereby winning the game. Occasionally, a situation may arise where a player pushes one of their own counters off of the board in combination with an opposing counter or counters (it may be strategic to do so). In this situation, each player claims their opponent's counter(s) that has been pushed pushed off.

It is Red's turn. The red three-story building has the ability to push off the white three-story building, but in doing so would also push off the red one-story building. In doing so, White would win one point where red would win three. In most situations, this is probably a good move move for Red despite losing a counter.

Sources