Table feel
Samurai has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Players
2-4
Time
30-60
Age
10+
Weight
2.47
Rating
7.46
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Samurai has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Samurai has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements. The game provides deep strategic possibilities and room for improvement. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Samurai has a strong replayability score of 8.1 out of 10.
Samurai has a moderate level of luck influence. While random elements like card draws and tile placements can have a notable impact on the game outcome, players have substantial ability to mitigate luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome.
Samurai is set in medieval Japan. Players compete to gain the favor of three factions: samurai, peasants, and priests, which are represented by helmet, rice paddy, and Buddha figures scattered about the board, which features the islands of Japan. The competition is waged through the use of hexagonal tiles, each of which help curry favor of one of the three factions — or all three at once! Players can make lightning-quick strikes with horseback ronin and ships or approach their conquests more methodically. As each figure (helmets, rice paddies, and Buddhas) is surrounded, it is awarded to the player who has gained the most favor with the corresponding group. Gameplay continues until all the symbols of one type have been removed from the board or four figures have been removed from play due to a tie for influence. At the end of the game, players compare captured symbols of each type, competing for majorities in each of the three types. Ties are not uncommon and are broken based on the number of other, "non-majority" symbols each player has collected. The game is part of what is sometimes called the Knizia tile-laying trilogy.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.