Sengoku is a megagame: a blend of political simulation, role-playing, and tabletop strategy designed for 30-100 participants. In Sengoku, players will take on the roles of actual historical characters from feudal-era Japan, working in small teams to vie for supremacy, both on and off the battlefield.
Sengoku is suited for a variety of players with differing play styles. Though the rule-set can be daunting, players do not need to know the entire handbook by heart; the team structure (and even the gameplay itself) helps divide the amount of necessary knowledge between players. Keep in mind this document is a handbook, not a rulebook. There are some elements of the game that have been deliberately withheld from you. We have tried to keep the game simple, and we encourage you to discover elements of the game on your own, with your team, and with your enemies or allies.
The game space is divided into several areas of play:
Main Map: The central map is the domain of the Generals and the focal point of all military action. Map Control runs the main map, controls army movement, and arbitrates battle sequences. Map Controllers are the only ones allowed to move or touch anything on the main map.
Team Tables: Spaced around the main map are a number of Samurai and Sohei team tables where diplomats conduct diplomacy and team leaders manage their clans. Each team has a Controller attached to it; Team Controllers are the first stop for any player who needs an issue resolved. In addition to scoring your team’s Honor and tracking economic output, your Team Controller is a member of your team, acting as a a low-ranked adviser. They will not give you routine information on the general situation; it is up to your team to look at the map and gather intelligence on the other clans’ activities.
Kyoto, the Imperial City: Two separate play areas exist for the Bakufu Court and the Imperial Court. Both are private areas for their teams, although visitors may be invited in.
Non-Player Daimyo Table: Here members of Control work out the political activities of the provincial lords not represented by players. Do not assume that because a province is not controlled by a player that it is a “secure flank.” Everyone is vulnerable to sudden changes of political orientation, and players should watch non-aligned provinces carefully.
Diplomacy Control Table: Diplomacy Control tracks treaties and trade here, and moderates the transition of lands between teams.
Intelligence Control Table: Intelligence Control resolves agent actions and conflicts here, and disseminates any covert information gained by spies. Players may also bid on Ninja services here.
To keep the game flowing and ensure that players are aware of and following the rules, various aspects of the game have Controllers assigned to them as seen above. Our Control Team have their own rulebooks, and will be available to answer any questions you may have; they will also handle the more technical aspects of the game. Nothing official in the game can happen without the knowledge of some part of the Control Team.
Each team’s table (your primary play area) will have several game items and aids:
Team Briefing: A printout covering basic information about your team, including its history, characters, and any special rule information.
Character Briefings: Private sheets that detail your character’s personal goals and skill as a General.
Province Mats: These represent the provinces you currently own, and track tax rates and happiness.
Clan Focus Mat: A board where you will set your clan’s focus once per season.
Team Map: A miniature, laminated version of the main map with dry-erase markers.
Resource Node Mats and Resource Cards: Every province with a resource under your control is represented by appropriate mats and tradable cards.
NPC Cards: Any members of your clan not represented by players (e.g. offspring).
Agent Order: A set of forms for giving orders to agents.
Official Stationary: Small message slips for sending mail, larger forms for drafting treaties, and clan seal stickers.
Action Card Deck: A deck of unique cards that typically have one or two potential uses across multiple areas of play. All cards are one-time use only, so you must think carefully about when, where, and how to use them. Action Cards can be traded between players and teams freely.
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