Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Fight six great Sengoku-era battles with clan command, arquebuses, cavalry, individual challenges, and the Great Battles of History system.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Line of Sight
Visibility between pieces determines valid targets, movement, or effects.
Read the full game description
Samurai is the fifth Great Battles of History volume, covering six major clashes of Japan’s Sengoku Jidai from Okehazama to Sekigahara. Armies operate through clan-oriented command, with leaders activating formations for movement, missile fire, shock combat, and rallying across hex maps. Arquebuses and cavalry meet a distinctive layer of individual samurai challenges, honour, and head-taking, giving the system a character different from its ancient-world predecessors. The 2007 second printing incorporates accumulated errata and clearer rules while preserving the complete historical scenario set.