Sengoku is a megagame: a large-scale political and strategic simulation blending:
roleplay,
diplomacy,
military conflict,
negotiation,
resource management,
hidden information.
Most players operate as part of a clan or faction team. While individuals may specialize in certain responsibilities, clans succeed through coordination between multiple players operating across different areas of the game simultaneously.
The game is intentionally designed so that no player can fully participate in every system at once. During any given turn, players will generally focus on one major sphere of activity:
Warfare and campaigning,
Governance and administration,
Diplomacy and treaty-making,
Court politics and ceremony,
Intelligence and covert action.
Players are encouraged to learn the systems most relevant to their role and rely on teammates to manage the rest.
Many interactions occur face-to-face rather than through written mechanics. The rules provide structure, but persuasion, deception, negotiation, reputation, and personal relationships remain central to gameplay.
The physical game space is divided into several major areas of play.
The Main Map is the center of military activity and territorial conflict.
Generals issue orders here, armies maneuver between Locations, and battles are resolved under the supervision of Map Control.
The Main Map also displays:
armies,
fortifications,
resource locations,
ports,
unstable regions,
and territorial control.
Players should not move pieces or alter the map unless instructed to do so by Map Control.
Each faction has a dedicated team table representing their administrative and political center.
These tables function as:
diplomatic meeting spaces,
planning areas,
economic headquarters,
and information hubs.
Leaders coordinate clan strategy here while diplomats negotiate with allies and rivals. Most internal planning occurs at the table during the Discussion Phase.
If no representatives of a clan are present at their table, formal negotiations with that clan become difficult or impossible.
Kyoto is divided into two distinct political spaces:
The ceremonial and spiritual center of Japan, presided over in the name of the Emperor.
The administrative and military authority of the Shogunate.
These are spaces of formal politics, etiquette, ceremony, petitions, and legitimacy. Access may be restricted depending on political circumstances, invitations, or the judgment of Control.
Court politics is intentionally distinct from ordinary diplomacy. Rank, conduct, titles, etiquette, and public reputation matter heavily within these spaces.
Diplomacy Control oversees:
treaties,
formal agreements,
territorial transfers,
declarations,
and official diplomatic documentation.
Players use the application’s Document System to create and formalize recognized political agreements between factions.
Diplomacy Control may also arbitrate disputes regarding treaties, witnesses, legality, or interpretation of official agreements.
Some clans and political entities are controlled directly by members of Control rather than by players.
These factions remain active participants within the game world and may:
negotiate,
intervene militarily,
shift loyalties,
or become major political threats.
Players should not assume that neutral factions will remain passive.
Intelligence Control oversees:
espionage,
covert operations,
agent networks,
intelligence gathering,
and Ninja services.
Mission events are submitted through the application and resolved by Intelligence Control. Players may visit Intelligence Control to:
clarify missions,
apply modifiers,
ask questions,
receive intelligence reports,
or participate in Ninja auctions.
Not all covert activity becomes publicly known.
Economic Control oversees:
resource processing,
economic disputes,
application-related financial issues,
trade processing,
and certain upkeep systems.
Questions regarding income, payments, resource conversions, or application errors should be directed here.
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