Daimyo: Battle For Japan (0)
Temps de jeu: 180
Age min.: 14
Joueurs: 1 - 6
Editeur: Stone Sword Games
Concepteurs: Paul D. Allen, James Faulkner, Martin Wallace
Artistes: Tomasz Jedruszek, Raben White, Imad Awan
Mécaniques: Trading, Hand Management, Deck, Bag, and Pool Building, Worker Placement, Campaign / Battle Card Driven, Bribery
Age min.: 14
Joueurs: 1 - 6
Editeur: Stone Sword Games
Concepteurs: Paul D. Allen, James Faulkner, Martin Wallace
Artistes: Tomasz Jedruszek, Raben White, Imad Awan
Mécaniques: Trading, Hand Management, Deck, Bag, and Pool Building, Worker Placement, Campaign / Battle Card Driven, Bribery
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Daimyo: Battle for Japan is a 1-6 player board game that combines worker placement, area control and tight player vs player combat.
You are a Daimyo, a Japanese feudal lord, leading one of 6 historical clans during a tumultuous time in Japan’s history. Your clan controls provinces, represented by castles on the Daimyo board.
To win a game of Daimyo, you will score your clan’s provinces, your Honour, economy and much more in a tight race to become the most powerful clan in Feudal Japan.
Each game is played over 3 turns (Wars) comprising the following phases:
The Alliance phase
The Action phase
The Battle phase
The Alliance Phase is where players vie to determine who they will be allied with and against for the coming battle.
Allies are typically immune from being attacked by your forces and can prove to be your greatest asset, sending reinforcements to help you attack and defend your provinces.
However, alliances are fickle and even your closest ally could turn on you by employing Sabotage cards to poison your army, kidnap your general or blow open your fortresses with Chinese cannons.
The Action Phase combines the best parts of worker placement with a quintessentially Martin Wallace spin. Place Action Cubes to expand your armies, build fortresses, buy more resources to transport your forces, disrupt other player’s plans and much more.
During the Battle Phase you will attempt to conquer the provinces of other players or the neutral provinces on the board that have yet to have a ruling clan. Whoever controls the most provinces in each of the 10 regions will score the most points in that region.
You are a Daimyo, a Japanese feudal lord, leading one of 6 historical clans during a tumultuous time in Japan’s history. Your clan controls provinces, represented by castles on the Daimyo board.
To win a game of Daimyo, you will score your clan’s provinces, your Honour, economy and much more in a tight race to become the most powerful clan in Feudal Japan.
Each game is played over 3 turns (Wars) comprising the following phases:
The Alliance phase
The Action phase
The Battle phase
The Alliance Phase is where players vie to determine who they will be allied with and against for the coming battle.
Allies are typically immune from being attacked by your forces and can prove to be your greatest asset, sending reinforcements to help you attack and defend your provinces.
However, alliances are fickle and even your closest ally could turn on you by employing Sabotage cards to poison your army, kidnap your general or blow open your fortresses with Chinese cannons.
The Action Phase combines the best parts of worker placement with a quintessentially Martin Wallace spin. Place Action Cubes to expand your armies, build fortresses, buy more resources to transport your forces, disrupt other player’s plans and much more.
During the Battle Phase you will attempt to conquer the provinces of other players or the neutral provinces on the board that have yet to have a ruling clan. Whoever controls the most provinces in each of the 10 regions will score the most points in that region.
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ag.gameitem.lastUpdated: 2025-06-06 13:32:09.149