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Senji

Trade hostages and advantages, hide your orders and win honor as a clan chief in medieval Japan.

Published by
asmodee

In Senji you are the head of a clan in medieval Japan and want to be the daimyo whose honor commands respect from every other clan. Each turn has three phases. First is diplomacy, where you trade military advantages (which reduce the luck in battles), swap goods and take hostages to put pressure on rivals. Then comes the order phase, where you place orders on your territories: movement, production or raising troops. Finally, in the action phase, honor is everything, whether you win a battle, honor an alliance or respect a hostage. A 2008 game of bluffing and bargaining for three to six, best with six.

Diplomacy phase with trades and hostagesSecret orders: move, produce or raise troopsHonor decides the daimyo

Who it's for

Your group likes diplomacy, secret orders and bluffing, and you have six people and a long evening.

Not for you if…

You want calm strategy with little interaction. Senji lives on negotiation and surprise.

Vibe's take

A bargaining and bluffing table. You talk first, commit secretly and then watch everyone's orders collide in the action phase.

#3,946 on BGG

of over 30,000 ranked board games

Published 2008 · 18 years ago

older than 82% of games

In 2,156 collections

collected more than 34% of games

3–6 players · ages 12+

Best with 6

about 90 min

longer than 77% of games · typical 30–90 min

Complexity: demanding

Takes some learning · 3.0 out of 5 · heavier than 82%

Opinions: divided

Some love it, others really don’t

Language: little text

A few terms, easy to look up

Play style: competitive

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