How to Play

Shogun

3-5 players 90-120 min 7.5 Board Game Geek Rating

In feudal Japan's Warring States era, players control Daimyo warlords competing for territorial dominance. Each turn, choose from ten identical actions to develop provinces and build structures. Combat uses a unique cube tower mechanic where thrown cubes determine battle outcomes. Victory goes to whoever accumulates the most points through controlling provinces, temples, theaters, and castles.

Published 2006

Shogun

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose board side
Select Sun/Moon side of game board and remove Province Cards not used for this side
2
Adjust for 3 players
Also remove cards for 8 provinces with light borders and symbols
3
Distribute player components
Each player receives their armies (cubes), Individual Board, Daimyo Card, 5 War Chest Cards, and 18/15/12 War Chests for 3/4/5 players (wood = 1, orange = 5)
4
Place score markers
Players place Victory Point Markers on 0 space of score track and Rice Markers below provision track
5
Prepare Individual Boards
Each player places their Individual Board countryside-up with specified number of armies grouped on each numbered space
6
Prepare Province deck
Province Cards shuffled into face-down deck with top 2 laid out face-up
7
Claim starting provinces
Clockwise, starting with oldest player:
8
Flip Individual Boards
Once all starting armies placed, players flip over Individual Boards action-side up
9
Seed the Battle Tower
Drop 10 farmer (green) armies and 7 of each player's armies into Battle Tower; armies that fall into tray returned to respective supplies
10
Prepare Event deck
Event Cards shuffled into face-down deck with top 4 laid out face-up

On Your Turn

What you can do during your turn.

1
Lay out Action Cards
Shuffle Action Cards and lay out first 5 face-up, last 5 face-down under 1-10 spaces on game board
2
Lay out Special Cards
Shuffle Special Cards and lay out face-up on 1-5 turn order spaces on game board
3
Plan actions secretly
Each player simultaneously places Province/War Chest Cards face-down on their Individual Board
4
Determine Event
Shuffle face-up Event Cards, draw 1 and place on Event Space; top half determines round's effect
5
Reveal turn order bids
Players reveal Turn Order bids and pay specified War Chests to supply (0/Province/no Cards pay nothing)
6
Choose turn order
In order of bidding high to low (4 > 3 > 2 > 1 > Province > 0 > no card), players choose desired turn order position and Special Card
7
Execute actions 1-10
Resolve each action one at a time from 1-10, with each player resolving in turn order
8
Build a Castle/Temple/Nô Theatre
Pay specified War Chests to build in the province; province must have free building space and not contain this building type already
9
Confiscate Rice
Move Rice Marker up provision track by number specified on Province Card, then add Revolt Marker if none present or resolve Revolt Battle
10
Collect Taxes
Collect War Chests specified on Province Card, then add Revolt Marker if none present or resolve Revolt Battle
11
Deploy 5/3 Armies
Pay 3/2 War Chests to deploy 5/3 armies to province
12
Deploy 1 Army & Move
Pay 1 War Chest to deploy 1 army to province; optionally move any number of armies (leaving at least 1) to adjacent controlled province
13
Battle/Move A/B
Move any number of armies (leaving at least 1) to adjacent province; resolve Player/Neutral Battle if moving into neutral/enemy territory
14
Bid for Turn Order
Select War Chest Card with desired bid; Province Cards can substitute and are worth more than 0 War Chest Card
15
+1 War Chest
Gain extra War Chest when taking Collect Taxes action
16
+1 Rice
Gain extra Rice when taking Confiscate Rice action
17
6 Armies deployed
Deploy 6 instead of 5 when taking Deploy 5 Armies action
18
+1 Army Attack
Throw additional army into Battle Tower when attacking
19
+1 Army Defence
Throw additional army into Battle Tower when defending
20
Nô Theatre bonus
When built, remove 1 Revolt Marker from the province
21
Stronger farmers
In Neutral Battles, 2 farmer armies thrown into Battle Tower instead of 1
22
Castle defense
When province with Castle attacked, defender throws 1 additional army from supply
23
Tax limits
Specified minimum/maximum limit applies to Rice/War Chests taken
24
Temple protection
Provinces with Temple may not be attacked
25
Reduced deployment
Deploy 5/3 Armies actions only deploy 3/2 instead
26
Player Battle
Take all attacking and defending armies from province plus armies in tray, drop into Battle Tower
27
Neutral Battle
Take attacking armies, 1 farmer army, and tray armies; drop into Battle Tower
28
Revolt Battle
Take player armies, 1 farmer per Revolt Token (plus Winter extras if applicable), and tray armies; drop into Battle Tower
29
Lose rice
Players lose rice amount specified on bottom half of remaining Event Card
30
Check feeding
Players must have 1 Rice per province controlled
31
Score victory points
After revolts, earn points:
32
Return cards
Players return Special Cards and reclaim Daimyo Cards
33
Reset Event deck
Remove remaining Event Card; draw 4 new ones face-up
34
Reset Rice
Reset all Rice Markers to 0
35
Clear Revolts
Remove all Revolt Markers from the board
36
Continue play
Play 1 more year starting from Spring

Winning

How to claim victory.

1
Game duration
Game ends after completing the 2nd Winter round
2
Victory condition
Player with most victory points wins
3
Tiebreaker
If tied on victory points, player with most War Chests wins

watch & Learn

Let the pros teach you with these top videos.

Peaky Boardgamer Episode #43 - Shogun - How to play (English)

Peaky Boardgamer Episode #43 - Shogun - How to play (English)

Instructional

BG Port Review 桌遊港 玩桌遊 - 將軍!有棋?! - Shogun 將軍

BG Port Review 桌遊港 玩桌遊 - 將軍!有棋?! - Shogun 將軍

Review

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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