Sengoku plays out over multiple years of Japanese history. The game takes place in half-hour turns, each of which represents a season: Winter, Spring, Summer, and Fall. Each turn runs on the time-table described below. Game Control will circulate around the Main Map, managing the timing and flow of the game. Game Control also tracks the Honor scores of each team, and are the last court of appeal for in-game problems.
Income Phase (5 mins):
Calculate savings/pay maintenance from previous year (except on turn 1).
Control will distribute annual income.
Team leaders may adjust province tax rates and Clan Focus.
Planning Phase (20 mins):
Teams may strategize internally during this phase.
Players may only communicate with other teams by sending mail or by risking injury on Japan’s dangerous roads.
Purchasing Phase (5 mins):
Recruit new troops, commanders, and Agents for the following year.
Pay for new Buildings.
Prepare Agent Orders for the following turn.
* During Winter, game-play options are constrained due to dangerous travel conditions. There is no military campaigning or agent actions. Players may only communicate with other teams via post or by risking injury on the treacherous winter roads.
Action Phase (20 mins):
Main Map: Map Control and Generals resolves troop movements and military conflicts.
Team Tables: Diplomats may begin meeting with other clans, completed treaties may be turned in to the Diplomacy Control table.
Kyoto: Diplomats may travel to the Imperial Court.
Anyone may bid on Ninja services at the Intelligence Control table.
Intelligence Control resolves Agent actions.
Discussion Phase (10 mins):
Team leaders may adjust Clan Focus.
Control distributes seasonal income (minus the cost of agent and commander upkeep).
Teams must return to their table, and may strategize internally during this phase.
New troops, Agents, commanders, and buildings may be purchased.
Prepare Agent Orders for the following turn.
Intelligence Control distributes Ninja services to the highest bidders.
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