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Samurai Vassal box art

Samurai Vassal

Players

2-6

Time

?-?

Age

12+

Weight

1.5

Rating

6.28

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Samurai Vassal has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Replay value

Samurai Vassal has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a good balance between depth and accessibility. Overall, Samurai Vassal has a strong replayability score of 7.9.

Luck profile

Samurai Vassal has a moderate level of luck influence. While random elements like dice rolls or card draws have a notable impact on the game outcome, players have substantial ability to mitigate the effects of 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 game outcome.

Overview

Samurai Vassal is a fast-paced simultaneous action card game for 2-6 players. The theme is set in ancient feudal Japan during the Sengoku period. During this time period, Japan didn’t have a ruler so it was split into different regions ruled by different warlords called daimyos. Each player plays as a samurai to propose policies to their daimyo in order to win his trust. In each round, players can discuss what kind of policy they will propose. They may form alliances and gain the daimyo’s trust together and or deceive each other and become the lone winner. The first player who gains 12 trust points from the daimyo wins. —description from the publisher

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Credits

Designers

3
Jeffrey CCH Kevin TKW Kenneth YWN

Publishers

1
ICE Makes

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