Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Shogun Triumphant is a two-player historical simulation of the most famous land battle in Japanese history: The Battle of Sekigahara. Included are a 14 page booklet of rules, charts and tables, a 22" x 34" map of the battlefield, and 158 counters. Units are broken into factions a...
Players
2
Time
?-?
Age
12+
Weight
2.89
Rating
6.53
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Shogun Triumphant offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Shogun Triumphant has a strong replayability score of 7.9.
Shogun Triumphant has a moderate level of luck influence. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Shogun Triumphant is a two-player historical simulation of the most famous land battle in Japanese history: The Battle of Sekigahara. Included are a 14 page booklet of rules, charts and tables, a 22" x 34" map of the battlefield, and 158 counters. Units are broken into factions and clans... one player commands the Eastern Army, the other player commands the West. Extensive rules for Melee Combat, Clan Effectivenes, and Defections are provided. Victory is determined by counting loss of "Stalwartness Points". The first player to drop 160 points due to losses and defections, loses the game. If the game manages to last eight turns, without either player losing, the Western player is assumed to win.
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