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
Scales well
Deep strategy
How it plays
How does it play?
King Enma is nowhere to be found. With his dreadful castle in Mount Fire vacant, asymmetric clans of demi-gods long forgotten will raise armies and battle to conquer the hearts in the islands of Japan.
Core mechanisms
Key systems that shape the decisions players make.
Area Majority
Compete to have the strongest presence in areas that award control or points.
Open Drafting
Select cards or items from a shared face-up display.
Hidden Victory Points
Some scores remain concealed until a reveal or the end of the game.
Modular Board
Build the play area from interchangeable sections that vary between games.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Read the full game description
King Enma is nowhere to be found. With his dreadful castle in Mount Fire vacant, asymmetric clans of demi-gods long forgotten will raise armies and battle to conquer the hearts in the islands of Japan. Pick from 4 asymmetric factions and draft to summon new yokai making the most efficient night parade. Every round, activate one of your parades to send meeples to haunt the islands, move around and fight each other. As soon as an island have a certain number of yokai, the denizens will build a shrine to pacify them, sending your meeples back to your player area. Once one player get 5 of their shrines in play, the remaining players get a last turn, then the game ends and victory points are scored based on hidden cards to decide the winner. —description from the designer