From: Stig Hemmer Subject: Re: Shogun/Samurai Swords Shogun is one of Milton-Bradleys 'miniature board games'. (Along with Axis&Allies, Fortress America, and one more which I can't recall) Samurai Swords is a reissue of this game. Nothing is changed but the name. I have mostly played it by its old name, so I'll use that here. The miniatures are well made and looks cool, but has an unfortunate tendency to break. (Though I have seen much worse) If one ensures that each player starts with the same number of forces of each kind, this doesn't matter much. The rules are well-written and has many good examples. The game is a conquest game, where you try to conquer territory to increase you income. Income is used to buy forces and a few other things. Forces are used to conquer territory. And so on. You win by holding more than half the board. This basic idea is used in many games, but I feel it works very well in Shogun. These games commonly have one of two flaws: The "runaway leader" problem, or the "infinite game" problem. I feel that Shogun has avoided both these problems. The "runaway leader" problem: A player has a bit of luck in the early game and establishes an lead. This makes them more powerful than the others and makes it possible to increase their lead and so on. This is a problem because anybody who lags behind in the opening will find it impossible to catch up and win. This can be very boring for them. In Shogun this problem is countered in two ways: First, leaders tend to face an (usually quite informal) alliance of the other players, who then cuts them down to size. Second, a player who eliminates another player gets a boost and can easily go from a bad position to a good one. So, the position is seldom hopeless. The "infinite game" problem: Some games tend to end up in stalemates where nobody is able to win. If anybody makes an attempt, everybody else allies and pushes them down again. This is essentially the opposite problem of the one above. In Shogun, there are several mechanisms to make sure the game ends. First and foremost, each plater starts the game with three warlords. If a warlord dies, he is gone forever. If you loose all you three warlords, _you_ are gone. And warlords _do_ die every now and then. (Strictly speaking, if you elimiate another player, you get your original three back, but that also drives the game closer to the end) Second, the game rewards agressive play. A warlord increases in power as it wins battles. By attacking, you can ensure that the battle involves more of your forces than the opponent. The attacker can withdraw if the dice are unfriendly, the defender cannot. All this means that people will fight and the war flow back and forth instead of bogging down in a stand-of. Third, as the warlords gets more powerful, the game becomes unstable. In the end of the game, a warlords army can kill its way through most of the enemy territory, attack and kill an enemy warlord and walk back to its own stronghold. All in one turn. (Though this does of course take a lot of forces...) All in all, Shogun is a very good game and I heartily recommend it. Stig Hemmer. PS: For your reference: I'm generally an enthusiast and will give positive reviews of most games I know. Thus the above level of enthusiasm isn't as informative as you may think.