Senji board game

Senji is the contraction of "Sengoku Jidai", which means "the age of the clan wars" in Japanese.

This board game intends to take you many hundreds of years into the past, to the time of medieval Japan. The Emperor is aging and his family is weakened. Each player takes on the role of a Daimyo trying to gain the much-coveted title of Shogun.

To do so, he will have to prove his worth and skill by accumulating, over many seasons, honor points, which may be won through military actions, diplomatic dealings or economic trading. Only one will get the supreme title, but no one can succeed alone. It will be up to you to forge alliances, and to break them at the right moment (did anyone say betrayal?), and maybe even sacrifice your best samurai in order to be the first to reach the goal of 60 honor points, which will allow you to be "crowned" Shogun!

Contents: A gameboard illustrating a map of Japan; 36 "fortress" models (6 for each family); 18 "samurai" figurines and their 18 corresponding cards; 6 score tokens (1 for each family); 6 reference sheets (1 for each family); 72 "military units" tokens (12 for each family); 54 "order" markers (18 of each type); 96 "hanafuda" cards, which represent economic development; 72 "diplomacy" cards (12 for each family); 9  destiny dice; one hourglass.



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User Ratings & Reviews

  • --Sep2008-- Initial experience was, sadly, a bit underwhelming. There are some lovely cool ideas here, yet the play balance - particularly in the first turn - seems a tiny bit suspect.My hypothesis (for the moment) is that the player who initially hosts the emperor has a modest advantage. But more importantly, it appears that if the emperor-host chooses to attack a neighbour in the first turn (a quite sensible action, all considered) and that attack is successful, one might well expect that neighbour to be essentially eliminated. The difference between two regions in which to play actions and three regions in which to play actions is significant.In fact, it seemed to me that each turn saw a player take a significant step backward in contention. Yet there aren't enough turns in the game to spread the pain around. The winner seems to be, simply, the one whom the others didn't get around to beating on.So: I'm willing to play again. But unless I see some different patterns erupt in the next couple games, there's no way I'm buying a copy. That said, my 4 rating is as of my one play, and its continuance entirely contingent on things playing as badly as I anticipate.
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  • Balances diplomacy, trade, and combat in 90 minutes--holy living crap. Tense, fun, and simple, with multiple paths to victory and lots of awesome theme (don't kill my grandpa!).

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