Trade hostages and advantages, hide your orders and win honor as a clan chief in medieval Japan.
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.
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.
older than 82% of games
collected more than 34% of games
Best with 6
longer than 77% of games · typical 30–90 min
Takes some learning · 3.0 out of 5 · heavier than 82%
Some love it, others really don’t
A few terms, easy to look up