SENGOKU ALLIANCE




INTRODUCTION
Board and card game for 2-8+ players. 
Theme: Sengoku Period of Japan. 

THE MAP Board
The Board depicts a map showing Provinces in Medieval Japan
Each province is given a red number that denotes its Victory Point Value. 
Provinces with colored dots are the Homelands of the six clans. 
Blue lines indicate connections between Provinces separated by Water. 
The 15 numbered track on the bottom is used to keep track of what Round it is. 
The six large dots are used to stack Honor Tokens for each of the six clans. 



CLANS
There are 6 Clans:
# 	Clan:		Token Color:	Starting Province:
1. 	Shiba		Red		Red Dot
2. 	Hatakeyama	Blue		Blue Dot
3. 	Hosokawa       	Green		Green Dot
4. 	Yamana		Yellow		Yellow Dot
5. 	Ouchi		Orange		Orange Dot
6. 	Akamatsu       	Black		Black Dot

CLAN TOKENS
Each Clan has a set of Tokens of a unique color. 
Set size is not limited. 
These are used to indicate control of Provinces. 

HONOR TOKENS
There is a set of White Honor Tokens used by all the Clans. 

CASTLE TOKENS
There is a set of Brown Castle Tokens used by all the Clans. 

ROUND MARKER
This is placed on the 15 numbered track on the bottom of the map to keep track of what 
the current Round is. 

THE DECKS
There are 2 Decks: 
1. The Faction Deck
2. The Battle Deck

THE FACTION DECK
There are 3 cards for each Clan in the Faction Deck. 

THE BATTLE DECK
The battle deck has 60 cards.
The deck has 1 copy of each card described in the card list.  

SETUP
Shuffle the Decks. 
Place the Round marker on the #1 of the Round Track. 
Each Clan gets 4 Honor Tokens stacked on the Colored Spots on the Board. 
Each player gets 4 Honor Tokens. 
Place a Clan Token in each Home Province with a matching color. 
Each Home Province gets 1 Castle Token. 
Each player draws 3 cards from the Faction Deck. 
(If there are 8 players, draw 2 cards instead)
These cards are your Allies. 
If you have 2 Faction cards of the same Clan it is a Double Ally. 
If you have 3 Faction cards of the same Clan it is a Triple Ally. 
Players keep their Ally Identities secret from each other. 
Each player is dealt 2 cards from the Battle Deck. 
Place 1 Token for each Clan on their Starting Location as 
indicated by the colored dots on the Map. 
Draw straws to determine who is first Shogun.

TURNS, ROUNDS, & SHOGUNS
A round is when all players have taken 1 turn. 
The Shogun Player goes First.  
Play proceeds clockwise. 
At the beginning of a New round, the player to left of the last 
Shogun becomes the new Shogun.
Use a special Token to indicate who is the Shogun.  
The Clan with the most Provinces at the end of a Round gains 2 Honor Tokens. 

TURN SEQUENCE
Players take turns. 
Each turn has 4 Phases:
1. Muster Phase
2. Intrigue Phase
3. Conquest Phase
4. Honor Phase

MUSTER PHASE
Draw 5 cards from the Battle Deck and put them in your hand. 

INTRIGUE PHASE
Event cards are played in this Phase. 

CONQUEST PHASE
You may play 1 or more Melds. 
A Meld consists of 1 or more Clan cards of the same clan and up 
to 1 Daimyo card and 1 Samurai card. 
Add up the Force value of all the cards in the Meld to get a Total Force value. 
You may take control of adjacent Provinces with a total Province value equal or less than 
the Total Force value of the Meld. Note that these provinces are conquered one after the 
other, thus (generally) increasing the number of adjacent provinces. 
For example: Lets say you had a Total Force value of 7. You could take control of 
a province of value 3 and then another two of value 2 each. 
Provinces with Castles require 2 extra Force to Conquer.  
Any opposing player may play a Defense Card from his Hand to prevent certain 
Clans from being attacked or to eliminate Samurai and Daimyo cards from Melds.  
A Clan that loses its Home Province gives 1 Honor Token to the Clan that took it. 
When a Clan conquers a Province place one of its Clan Tokens on the map in that province and 
remove any Clan Token that was already there. 
A Province may have a maximum of 1 Clan Token on it. 

HONOR PHASE
Max hand size is 2 cards. 
Discard excess cards. 

REBEL RETURN RULE
If a Clan is completely removed from the board, they may come back at any time by 
attacking with a Meld of that clan into either their own Home Province, or any other 
Province that is not the Home Province of an Opponent (or adjacent to one). 

GAME END
A Full game ends at the end of 15 Rounds. 
Players may agree to a shorter (or even a longer) game. 

VICTORY
At the end of the game, the player with the most Victory Points wins. 
A Player gets Victory Points equal to the value of the Provinces occupied by the 
Clans he is allied with according to his Faction cards. He also gets VP for each 
Honor Token he and his Allies have. 
A double  ally scores double, and a triple Ally score triple. 

BATTLE DECK CARD LIST NOTATION
C = Clan Card
M = Meld Card
D = Defense Card
V = Event Card

BATTLE DECK CARD LIST
Card Name		Type	Force	Notes:
Shiba			C	1	
Shiba			C	2	
Shiba			C	3	
Shiba			C	4	
Shiba			C	5
Hatakeyama		C	1
Hatakeyama		C	2
Hatakeyama		C	3
Hatakeyama		C	4
Hatakeyama		C	5
Hosokawa       		C	1
Hosokawa       		C	2
Hosokawa       		C	3
Hosokawa       		C	4
Hosokawa       		C	5
Yamana			C	1
Yamana			C	2
Yamana			C	3
Yamana			C	4
Yamana			C	5
Ouchi			C	1
Ouchi			C	2
Ouchi			C	3
Ouchi			C	4
Ouchi			C	5
Akamatsu       		C	1
Akamatsu       		C	2
Akamatsu       		C	3
Akamatsu       		C	4
Akamatsu       		C	5
Daimyo			M	1
Daimyo			M	2
Daimyo			M	3
Daimyo			M	4
Daimyo			M	5
Samurai			M	1
Samurai			M	2
Samurai			M	3
Samurai			M	4
Samurai			M	5
Naval Invasion		M	1	Attack any Coastal Province
Foreign Mercenaries	M	3	The Clan who uses this card loses 1 Honor Token
Treaty			D	-	Target Clan cannot be Attacked this Turn
Hostage			D	-	Target Clan cannot be Attacked this Turn
Ninja			D	-	Discard target Daimyo Card
Duel			D	-	Discard target Samurai Card
Seppuku			V	-	Discard Hand and Draw 5 new cards
Honorable Wife		V	-	Gain control of target Adjacent Province
Build Castle		V	-	Place a Castle Token onto a Target Province
Bushido			V	-	Shuffle the discard into the deck and draw 1 cards
Way of the Warrior	V	-	Shuffle the discard into the deck and draw 2 cards
Way of the Sword       	V	-	Shuffle the discard into the deck and draw 3 cards
Rebel Monks		V	-	Remove Target Clan Marker from the Map
Disaster       		V	-	Target Player discards his Hand
Treachery		V	-	Draw 1 Faction card and Discard 1 Faction card
Betrayal       		V	-	Draw 1 Faction card and Discard 1 Faction card
Spy			V	-	Look at one Random Faction card of Opponent
Geisha			V	-	Look at one Random Faction card of Opponent
Poetry			V	-	Target Clan gains 1 Honor Token
Literature		V	-	You gain 1 Honor Token

THE TREATY CARD 
The attacker may break the treaty, and attack anyway, if so, the attacking Clan loses 1 Honor Token. 
If the Attacker abides by the Treaty and does not attack or attacks a different Clan, the 
Clan gains 1 Honor Token.

THE RANSOM CARD
The attacker may break the treaty, and attack anyway, if so, the attacking Clan loses 2 Honor Tokens.
The Attacker may use his Meld to attack a Different Clan at no penalty. 

THE NINJA CARD
The player who plays this card loses 1 Honor Token. 

THE DUEL CARD
The Attacker may decide to not discard his Samurai card. If he does not, he must discard 2 Honor Tokens. 

THE HONORABLE WIFE CARD
This cannot be used to target a Clans Home Province or last remaining Province. 
 
THE REBEL MONKS CARD
This cannot be used to target a Clans Home Province or last remaining Province. 
 








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