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First Samurai Skirmish scenario |
Last Monday my eagerly awaited order of the new GMT Games board game, Command & Colors Samurai Battles, arrived and I spent the afternoon putting the stickers on the wooden blocks. Today after rereading the rules I played a solo game with the first of forty scenarios. This proved to be a cracking game, that was neck and neck right to the final turn. The two sides were evenly matched in terms of troops, command cards, dragon cards and honour and fortune tokens. While there is much that will be familiar to players of Command & Colors Ancients and Medieval, there are definitely differences which really add a lot to the period flavour.
An example of this is with a retreating leader, where rather than escaping and fighting another day, the player may choose to have the leader commit seppuku (honourable suicide), thus depriving the opponent of a possible victory banner, and in turn gaining five honour and fortune tokens, while losing a command card. Careful use and management of the honour and fortune tokens is really key to maintaining your army's morale. Retreating units entail the loss of honour and fortune tokens and a lack of honour roll can cause losses to the retreating and closest units. Troops depending on their type can generate honour tokens when rolling dice for ranged fire and/or combat.
At the end of each turn the active player receives a dragon card as well as a replacement command card. The effective use of these dragon cards, including the timing in a turn phase, is something I struggled with in my first game but hopefully greater familiarity with the cards and rules will see some improvement in this area. The rules are only thirty pages and not overly complex but with all the scenarios, dragon cards and honour and fortune tokens there are many, many hours of rewarding and challenging gaming to be had with this board game.
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End of a close game with a 5-4 result |